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TOC Masksconversion Updated

Guia de conversão do CoC para ToC

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0% found this document useful (0 votes)
77 views38 pages

TOC Masksconversion Updated

Guia de conversão do CoC para ToC

Uploaded by

Bruno Vargas
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Masks of Nyarlathotep

Introduction to the 2008 Edition Introduction to the 2015 Edition


Masks of Nyarlathotep is the all-time great Call of Dustins fine work has by this time enabled many a
Cthulhu campaign. Monsters, cultists, globe- Keeper to run Masks of Nyarlathotep under Trail
hopping pulp adventures, it has pretty much been of Cthulhu rules. Unfortunately, the Australia and
the penultimate Cthulhu adventure since 1984. It Shanghai chapters were not converted in the
was only a matter of time before I would run this original document. I did a conversion when I ran
for my group. the campaign for my own group, which I have
expanded upon and appended to Stevens Dustins
Please keep in mind that this conversion document
original conversion.
is first and foremost for my playing group, and
some details that were not relevant for our group While my own campaign strayed pretty far from
might be omitted. the original text, I have made this conversion as
straight as possible and tried to follow the fine
This conversion has been done by Stevens Dustin,
work of my predecessor. However all page
July 2008 for The Complete Masks of Nyarlathotep
references have been updated to the 2010 edition
published in December 1996. All page references
of Masks of Nyarlathotep, as it is the most recent
are for that specific document, unless otherwise
version in print.
indicated. Each major section corresponds with
each location chapter. The Shanghai chapter in particular presented
difficulties in converting Call of Cthulhu rules to
Trail of Cthulhu philosophy. I have included notes
in that chapter as a guide to my thinking.

-- Catherine Ramen, March 2016


Spells Hand of Protection
This spell creates a disembodied hand that deflect
Many of the antagonists of Masks are powerful harm from the caster. He calls upon the Outer
sorcerers, and have laundry lists of spells they Gods, spends 1 Stability point and raises his own
know. Of course, not all the spells can be found in hand. The disembodied hand then absorbs 1 point
both Trail and Call. Some spells that seemed of damage for every point of Stability the caster
superfluous or unnecessary have been dropped. In places in it. Once the caster reaches 0 Stability, the
the NPC descriptions, the remaining spells that are disembodied hand vanishes.
not found in Trail of Cthulhu are italicized. Their
descriptions are below, split into Incantations and Stability Test Difficulty: 5 (4 for a Scuffling
Rituals. spend)
Cost: 1 Stability plus 1 Stability for every point of
Incantations damage absorbed.
Body Warping of Gorgoroth Mists of the Dreamer
Allows the caster to permanently alter the casters This spell allows the caster to send Sanity-blasting
form until the next casting of the spell. The caster dreams to his victim. The caster requires a bowl
invokes the name of Nyarlathotep for 10 minutes. made from the copper from above, etched in
After that, the caster loses 4 Stability points and 1 alien runes, and filled with herbs from the hidden
Stability rating point. The caster can be of any places upon the earth. The caster sacrifices at least
form but continues to be made of flesh, even if the 1 Stability point and a dram of his blood. The
form looks like wood, metal or other substance. mixture then begins to give off a green smoke that
For every 100 pounds heavier or lighter in the new the caster breathes deeply, and hallucinates.
form, the caster loses an additional Stability point.
The caster only can assume a form he/she knows. For every 1 Stability point the caster puts into the
dream, the victim must make a d6-point Stability
Stability Test Difficulty: 5 (4 with a Scuffling test at Difficulty 5. Therefore, if a caster puts 3
spend) Stability points into the dream, the victim makes a
Cost: 4 Stability and 1 Stability rating point, with 3d6 Stability point test. The nature of the dream is
an additional Stability point for every 100 pounds always of some Mythos vista or entity.
difference in size. Stability Test Difficulty: 5 (4 for a Hypnosis
Create Zombie spend)
The caster imbues unlife into a dead body to be a Cost: 1 Stability plus points placed in the dream
mindless servant. The caster places three drops of Quicken Fog-Spawn
blood on the corpses lips. He/she then breathes
into the corpses mouth, and spends 1 Stability (page 64)
Rating point. The corpse shambles alive, and This spell requires a fog-spawn larva and a drop of
follows simple commands. Once the caster dies, all the casters blood smeared on the larva. It is cast
zombies under the casters command collapse and within a lightless dense fog. The larva grows into a
rot away. Thing in the Fog, upon which the caster maintains
command of it until 3 hours pass or it move more
Stability Test Difficulty: 4
than 200 feet away.
Cost: 1 Stability rating point for each corpse.
Stability Test Difficulty: 5
Contact Sand Dweller Cost: 8 Stability points
See Contact Creature Spells sidebar on p. 113 in
Trail of Cthulhu corebook.
Contact Yig
See Contact Diety Spells sidebar on p. 112 in
Trail of Cthulhu corebook.
Rituals Health rating point taken, the caster grows younger
by one week, while the victim ages 1d6+4 years.
Call/Dismiss Azathoth For every ten years the victim ages, they lose one
See Calling and Dismissing Deities sidebar on point in each of their general abilities. The victim
page 120 in Trail of Cthulhu rulebook. turns into a flaking dry-husk once his/her Health
rating is completely at 0.
Clutch of Nyogtha
Stability Test Difficulty: 5
In this attack ritual, the caster first spends 5
Stability points. After that, the caster engages the Opposition: The caster must succeed in a test of
victim in an extended Stability contents. Each time Stability versus the targets current Stability for
the victim looses, he or she looses 1d6-1 Health. every attack made.
The caster than can immediately start another Cost: 2d6 Stability points, which is paid before the
extended Stability contents without paying 5 first attack.
Stability points. Once the victim reaches -11
Time: one round to cast, then an attack on each
Health, he feels his chest rupture, and his/her
subsequent round.
smoking heart appears in the casters hand.
Stability Test Difficulty: 5 (4 with a First Aid or
Forensics spend)
Opposition: The caster engages in a contest of
his/her Stability against the victims Stability.
Cost: 5 Stability
Mesmerize
This spell allows the caster to mentally dominate
the victim, who must have human blood in its
veins. The caster pays the cost, and then must
succeed at a contest against the victims Stability.
The caster can then command the victim for a
minute for every point of Cthulhu Mythos the
caster possesses. The victim must be able to see the
casters eyes, which will glow malevolently. The
victim can only spend 1 point from a General
Ability for each test while under the command of
the caster.
Stability Test Difficulty: 5 (4 with a Hypnosis
spend)
Opposition: The caster must succeed in his
Stability against the victims Stability.
Cost: 2 Stability
Time: 1 round to cast
Tendrils of Quachil Uttaus
This spell causes slightly transparent black tendrils
to seep from the casters fingertips toward the
victim. The tendrils steal the life vitality from the
victim, transferring it to the caster, making him/her
younger. After the initial cost is paid, each round
the caster succeeds in the opposition contest,
he/she drains 1 Health and 1 Health rating point
from the target. The target makes a 5-point
Stability test on any successful attack. For each
Chapter I: New York
The New York section is where the whole thing gets started. It is divided into four major sections: Starting Play,
Preliminary Investigations, The Carlyle Expedition Principals, and Horror at Ju-Ju House. All converted
creature and NPC stats are at the end of this chapter.
Most of the core clues for this chapter are gleaned either from Jackson Eliass apartment, or from conversations
with those who had been in contact with Jackson or/and the Carlyle group. Most will talk openly to investigators.

Starting Play Life As a God


Written in English. Skimming this tome receives a
(page 21) 1-point dedicated pool in Archaeology while in
Room 410 Egypt. Poring over it raises Cthulhu Mythos
rating from 0 to 1, otherwise it provides no benefit.
Sense Trouble (core) reveals that someone is
moving about inside the room knocking things Miriam Atwright
over. (page 35)
Library Use shows that the symbol cut on
Jacksons forehead is a symbol of the Cult of
Preliminary Investigations the Bloody Tongue.
(page 28)
The New York Police Carlyle Expedition Principals
Cop Talk gets an audience with Lt. Martin (page 37)
Poole, and information about what the police [Note that Sir Aubrey should properly be a baronet
know. (abbreviated Bart.) based on his title.]
Most of this information is result of
conversation and interpersonal skills, but some
Erica Carlyle comes from Library Use.
1-point Flattery spend receives an audience
Credit Rating from a physician investigator
with Erica Carlyle.
will move Adrian Ferris into allowing them to
review Dr. Hustons files.
The Carlyle Mansion Library Assess Honesty gives the investigators the
(page 31) conclusion that the more Huston knew Carlyle,
the less he would write down about him.
1-point Library Use spend reveals the
volume of Poe and its combination.
Horror at Ju-Ju House
People of the Monolith (page 40)
Written in English. Skimming gives the character a
dedicated 1-point pool in Anthropology while in
Entering Ju-Ju House
Europe. Poring over it raises Cthulhu Mythos Anthropology or Archaeology reveals that
rating from 0 to 1, otherwise it provides no benefit. genuine African art is on display.
It has no spells. The volume is bound in the skin of
Evidence Collection notices the key hanging
a cthonian.
from Silas NKwanes neck.
Occult points out certain fetishes are
traditional components of African ritual magic.
Into the Depths
Mask of Hyama
Anthropology identifies Kikuyu tribal signs
The Mask has the following game properties.
symbolizing evil.
When each god is seen through the mask, the user
Athletics test against Difficulty 6 breaks gains a +1 to Cthulhu Mythos. When wearing the
down the door. Only one other person can mask during a Call/Dismiss ritual for a deity
piggyback on this roll. reduces its Inertia pool by -2. Finally, if you need
to round out the vision table for a d6 instead of a
Cthulhu Mythos recognizes the obscure cult
d4, add these two lines:
symbols are related to the Old Ones.
Cthugha
Athletics test against Difficulty 6 required to
push the thick stone block to one side. Quachil Uttaus

Items Within Mukungas Alcove Rites of the Bloody Tongue


Reassurance can be used to open up the
Biology identifies the flamingo and kingfisher
neighbours of Ju-Ju House, particularly if the
feathers from East Africa.
investigator is black.
The gloves with the lions claws makes a fist
attack -1 instead of -2 damage.
Archaeology shows the Mask of Hyamas Statistics
Congolese origins.
Bloody Tongue Member
Cthulhu Mythos recognizes the bowl is used
in the spell Mists of the Dreamer. Athletics 5, Health 7, Weapons 4
Anthropology reveals that the carved sceptre Hit Threshold: 3
is African in origin. 1-point Occult spend Weapon: -1
reveals that it gives a dedicated 3-point
Stability pool for anyone who grasps it and Joe Corey
calls upon Nyambe. Bodyguard of Eric Carlyle
Cthulhu Mythos determines that the headband Athletics 8, Health 8, Scuffling 7, Firearms 5,
of grey metal is a protection device having to Weapons 5
do with Nodens. Hit Threshold: 4
Alertness Modifier: +1
Africas Dark Sects Stealth Modifier: +1
Written in English. Skimming it gives the Weapon: +1 (.45 Revolver)
reader a 1-point dedicated pool in
Anthropology for use while in Kenya. Pouring
over it gives the reader a +1 in Cthulhu
Mythos.
Mukunga MDari Chakota
High priest of the God of the Bloody Tongue Athletics 4, Health 19, Scuffling 10
Athletics 7, Health 9, Scuffling 7, Weapons 6, Each bite is a mouth that has attached to the
Stability 7 investigator. Keep track of the number of mouths
Mukunga knows these spells: Bind Byakhee, attached. When the investigator attempts to escape,
Contact Nyarlathotep, Create Zombie, Dread use either Athletics or Scuffling against a
Clutch of Nyogtha, Dread Name of Azathoth, Difficulty set by the number of mouths.
Shrivelling, Howl of Pan, Summon/Bind Hunting Hit Threshold: 3
Horror
Alertness Modifier: +0
Hit Threshold: 4
Stealth Modifier: +0
Alertness Modifier: +1
Weapon: -2 + 1d6 for number of bites
Stealth Modifier: +1
Armour: immune to weapons, the Chakota only
Weapon: -1 (Lion Claws) takes damage from fire, magic and electricity. It
can also be suffocated.
Stability Loss: +2/+0 for first hearing the
Chakotas cries.

Zombie
Zombie statistics are in the Trail of Cthulhu
rulebook on page 159.
Chapter II: London
In the London chapter, investigators first meet up with the Brotherhood of the Black Pharaoh. The London
chapter is divided into five parts: The Penhew Foundation, Slaughter in Soho, Other Leads, and Rites of the
Brotherhood. Also, two red herring scenarios are here: Serpent in Soho and The Derbyshire Monster.
The core clues to push the investigators onward from London can be found in the Penhew Foundation and also in
the basement of Edward Gavigans home.

Penhew Foundation Mechanical Repair reveals mechanism to open


mummy case and reveal stairs.
(page 50)
When interviewing Edward Gavigan, Assess
Honesty reveals that he lies about not knowing The Secret Room
about Jackson Eliass London activities. (page 47)
Archaeology reveals the artefacts have no Architecture, Mechanical Repair, or
significance. Electrical Repair 1-point spend reveals
electrical cables, water pipes into secret room in
basement.
Surveillance Archaeology reveals the artwork to be Egyptian
When Gavigan has the investigators tailed, or proto-Sumerian. Cthulhu Mythos reveals
players make Sense Trouble against Difficulty them to show Mythos beings. This causes a 1-
4 to notice cultists shadowing them. point Stability test.

Tailing Gavigan to Tewfiks shop is a Evidence Collection (core) reveals the shipping
Shadowing against Difficulty 6 test. address to Ho Fong imports on the crates. The
statue of the Bloated Woman causes a 1-point
Stability test.
The Penhew Foundation Building Evidence Collection (core) reveals the shipping
address to Randolph Shipping Company on the
Athletics or Scuffling against Difficulty 7
crates. Cthulhu Mythos reveals the statue as
breaks down the door. Locksmith opens the
Cthulhu (causing a 1-point Stability test).
padlocks.
Touching the statue decreasing the difficulty to
On a roll of 5 or 6 on a die, men are picking up cast spells by 1 for 24 hours.
items from the building in the back.
Locksmith 2-point spend allows access to the
Tailing the men to the Limehouse docks is a bookcase. Inside are copies of the Livre dIvon,
Shadowing against Difficulty 5 test. Gharne Fragments, and Book of Dzyan.
Gharne Fragments reveals that Nyarlathotep is
the God of the Bloody Tongue.
The Main Floor
(page 52)
Gharne Fragments
Library Use in the Penhew Library reveals the
existence of a shadowy sorcerous Pharaoh in Translation of shards found in North Africa.
early history of Egypt. 1-point spend reveals Skimming provides a dedicated 1-point spend in
this information in less than an hour. Archeology or Occult while examining African
customs, items or folklore or while visiting Africa.
Architecture 1-point spend reveals hidden Poring over it adds +1 to Cthulhu Mythos, and
panel in the back of Gavigans closet. bestows an extra 1-point spend in addition to the
Evidence Collection reveals worn section skims 1-point.
before the mummy sarcophagus.
Book of Dzyan The Derbyshire Monster
Helena Blavatskys tome of Atlantean knowledge.
Skimming allows a 1-point Occult spend. Poring Lesser-Edale
over it adds +1 to Cthulhu Mythos. (page 60)
A Serpent in Soho Reassurance or Flattery allows the villagers to
open up at the Laughing Horse about the
(page 54) monster
Breaking and Entering Assess Honesty reveals the constable is worried
that he might loose his job if he states that he
Athletics or Scuffling against Difficulty 4 actually believes in the locals gossip
breaks down the door.
Reassurance or Flattery to interview the
Evidence Collection shows that there is a families of the victims.
skylight at the top of Miles house. The window
can be broken in with Athletics or Scuffling test Reassurance (core, floating) for John Parkins
against Difficulty 2. to admit he thinks that Lawrence Vane was
involved.

Knocking at the Door


A Visit to Castle Plum
Credit Rating or Reassurance convinces
Ssathasaa to allow the investigators in to buy a (page 62)
painting. Assess Honesty (core, floating) shows that
Eloise suffers greatly
Biology points out that the house smells like the
reptile house at the zoo.
The Main Hall
The Painting in the Closet Scuffling or Weapons against Difficulty 8 to
break down the oak door to the wine cellar.
Evidence Collection leads to the padlocked
closet. Locksmith against Difficulty 3 unlocks Scuffling or Weapons against Difficulty 10 to
the padlock. break down the iron doors in the dungeon.

Upon viewing the painting when it becomes The Vicar of Lesser-Edale


three dimensional, investigators make Stability (page 64)
checks against the paintings Inertia of 4. Each
Reassurance (core, floating) gets the Reverend
minute of viewing adds 1 to the paintings
Stratton to talk to the investigators
Inertia level. A failed roll sends the investigator
into the painting. This causes a 4-point Stability Assess Honesty (core) reveals that the Reverend
test. is holding something back.
Locksmith (core) to open Strattons desk
drawer
The Ground Floor
Flattery or Reassurance for Sarah Bright to
Locksmith against Difficulty 3 opens the admit the Vicar has been acting queerly.
bedroom door. Evidence Collection to find the
Plutonian drug.

Basement
Architecture to find the secret door in the
basement. The dead bodies cause a 1-point
Stability test.
Slaughter in Soho Other Leads
(page 66) The Limehouse Docks
Inspector Barrington (page 71)
Cop Talk (core, floating) reveals the Blue Reassurance or Streetwise gets the locals
Pyramid is a popular Egyptian club. around the Limehouse warehouse to discuss the
Furthermore, one victim reported to have said, tough customers and the late night escapades
Hotep! before they died. going there.
Cop Talk 1-point spend reveals his
conversation with Jackson Elias and Edward The Ivory Wind
Gavigan.
Physics 1-point spend identifies the machine
An additional 1-point Cop Talk spend for his components heading to Ho Fong for reaction
conversation with Tewfik al-Sayed. motor control, but others are just plain baffling.

The Blue Pyramid


Flattery or Reassurance (core) gets access to
Yaleshas story
Tailing the men to Gavigans estate is a
Shadowing against Difficulty 6 test. Failure
results in the cultists ambushing the
investigators on the island.

The Shop of Tewfik al-Sayed


Athletics or Scuffling against Difficulty 6
breaks down the door. Locksmith allows entry.
Locksmith opens the desk. 1-point Evidence
Collection spend reveals the hidden drawer.

The Mirror of Gal


The mirror has 2 abilities, both requiring 1 point of
Stability for each use:
Scrying. This ability allows the user to see
anywhere within 200 miles of its location, but
see full description on page 62.
Attacking. When using this ability the caster
makes a Stability test against the targets current
Stability. For every point by which the caster
succeeds at that test, the target loses 1 Health,
showing as heart strain. Being attacked this
way may require a Stability test from the victim.
Rites of the Brotherhood The Thing in the Fog
Athletics 10, Scuffling 13
Arabic points out that Misr is Arabic for
Egypt. The thing cannot be hit, it can only be dispelled with
light. Therefore it has no Health, or Hit Threshold.
Each tendril that hits causes suffocation damage to
Entrances to the Estate its victim (see Trail page 68).

(page 73) Stability Loss: +1


1-point Evidence Collection spend points out
that the bridge can be opened and closed, and in
Shantak
turn trap the investigators on the island, if need
be. Athletics 6/30*, Health 15, Scuffling 18
The Manor House Hit Threshold: 4
Architecture or Geology to find the moveable Alertness Modifier: +1
bricks in the fireplace of the great hall. Stealth Modifier: +0
Gavigans Country Workroom Weapon: +5 (bite)
Cthulhu Mythos shows that the items in the Armour: -5
room are related to the Black Pharoah.
Stability Loss: +0 *flying
Accounting (core) shows that the fat ledger
contains the details of many shipments to Ho
Fong and Randolph Shipping. Edward Gavigan
Evidence Collection (core) finds the unfinished High Priest of the Brotherhood of the Black Pharaoh
letter to Sir Aubrey. Athletics 5, Health 8, Firearms 4, Scuffling 3,
Weapons 4, Stability 8
Occult points out the spell ingredients are
magical. Biology identifies the contents of some Gavigan knows these incantations: Contact Ghoul,
of the containers (but not all). Contact Nyarlathotep, Contact Sand Dweller, Dread
Name of Azathoth, Elder Sign, Powder of Ibn-
The Rites Ghazi, Quicken Fog-Spawn, Shrivelling, Sign of
(page 76) Eibon, Tendrils of Quachil Uttaus (Steal Life),
Geology shows the stele to be made from Summon/Bind Byakhee, Summon/Bind Dim-
unearthly stone ensional Shambler, Summon/Bind Hunting Horror,
Summon/Bind Servitor of the Outer Gods, Vach-
Egyptian Hieroglyphics can reveal that the Viraj Incantantion
writing on the stele is a poem praising the Black
Pharaoh. Gavigan knows these rituals: Call/Dismiss Azathoth,
Call/Dismiss Yog-Sothoth, Contact Nodens, Curse
of the Stone, Mists of the Dreamer (Send Dreams)
Statistics Hit Threshold: 3
Stealth Modifier: +1
Cultist of the Brotherhood
Weapon: -1 (club), +1 (shotgun)
Athletics 4, Health 5, Scuffling 3, Weapons 4
Hit Threshold: 3
Alertness Modifier: +1
Stealth Modifier: +0
Weapon: +0 (club)
Tewfik al-Sayed Constable
Athletics 5, Health 6, Scuffling 4, Weapons 6 Athletics 5, Health 7, Scuffling 3, Firearms 2,
Weapons 6
Tewfik knows these spells: Body Warping of
Gorgoroth, Contact Nyarlathotep, Curse of the Hit Threshold: 3
Stone, Tendrils of Quachil Uttaus, Summon/Bind
Alertness Modifier: +1
Servitor of the Outer Gods
Stealth Modifier: +1
Hit Threshold: 3
Weapon: +0 (nightstick)
Alertness Modifier: +1
Stealth Modifier: +1 A Slaughter in Soho Characters
Weapon: +0 (club) Ssathasaa
High Priest of the Serpent People
The Two Scepters Athletics 8, Health 6, Hypnosis 8, Scuffling 11,
Both Gavigan and Tewfik possess magic sceptres Stability 9, Weapons 7
that when crossed before their bodies, increase their
Ssathasaa knows the spells Contact Yig, Hand of
spell-casting ability and defend against spells. The
Protection, Mesmerize, Tikkoun Elixir, Voorish
scepters give the caster an increase in 1d6 temporary
Sign
Stability points, and has a pool of 2d6 points which
absorbs spell attacks meant for the holder of the Hit Threshold: 4
scepters (example: a spell takes 2 Health points, the
Stealth Modifier: +2
points are instead taken from the scepters pool).
Weapon: -2 (knitting needle), +0 (bite)+venom
Lesser Other God (Trail page 147)
with names like Dhyighash and Yko Armour: -1
Athletics 7, Health 21, Scuffling 5
Stability Loss: +0
Hit Threshold: 3
Alertness Modifier: -1
Miles Shipley
Stealth Modifier: +0
Insane Artist
Weapon: +5 (gruesome pseudopod) Athletics 3, Health 6, Scuffling 3, Stability 5,
Armour: -5 Weapons 5
Stability Loss: +1 Hit Threshold: 3
Weapon: +0 (meat cleaver)

The Police
Inspector Barrington
Athletics 3, Health 6, Scuffling 4, Firearms 5,
Weapons 5, Stability 8
Hit Threshold: 3
Alertness Modifier: +2
Stealth Modifier: +1
Weapon: +0 (weapon, nightstick)
Denizens of Lesser Edale Lawrence Vane
Constable Hubert Tumwell Athletics 3, Health 7, Firearms 4, Scuffling 5,
Weapons 4, Stability 5
Constable for Lesser-Edale
Athletics 5. Health 6, Firearms 5, Weapons 4 Hit Threshold: 3

Hit Threshold: 3 Weapon: +0 (fencing foil), +1 (shotgun)

Alertness Modifier: +1
Weapon: +1 (rifle), +0 (nightstick) Sir Arthur Gordon Fitzhugh Vane
Health 5, Firearms 2, Stability 3

Reverend Jeremy Stratton


Languages 2, Health 4, Stability 5 Eloise in Werewolf Form
Townsfolk of Lesser-Edale Athletics 12, Health 7, Scuffling 4
Athletics 5, Health 5, Scuffling 4, Weapons 1 Hit Threshold: 4
Weapon: -1 (torch) Alertness Modifier: +1
Weapon: +1 (bite, claw)
Armour: -1
Stability Loss: +0
Chapter III: Cairo
The Cairo chapter is where many of the details of the conspiracy can be found. Cairo is also the home of the
Brotherhood of the Black Pharaoh. Investigators will be moving toward two major points in this chapter: the
mass ritual beneath the Sphinx, and the meeting with Nyarlathotep in the Bent Pyramid.

Hiring A Guide: An Option Bureaucracy (core) with the authorities


reveals that Faraz Najir is located at the Street
(page 82)
of Potters.
The players with the highest Flattery or
Credit Rating draws the attention of Hakim
and/or Mamuhd. Information from Faraz Najir
(page 86)
Hakim Reassurance (core) with several bribes of
money opens up Faraz Najir and what he
Athletics 4, Health 6, Scuffling 5, Weapons 4 knows.
Hit Threshold: 3
Alertness Modifier: +0
Omar Shakti
Stealth Modifier: +0
Visiting Omar Shakti
Weapon: -1 (switchblade)
(page 88)
Psychoanalysis reveals that the workers at
Thug Omar Shaktis plantation are quieter and more
sullen than most fellahin.
Athletics 4, Health 5, Scuffling 5, Weapons 4
1-point Evidence Collection spend reveals
Hit Threshold: 3
that one of the workers wears an inverted ankh.
Alertness Modifier: +0
Stealth Modifier: +0
Investigating Shakti
Weapon: -2 (garrote) plus suffocation as per Trail
of Cthulhu rulebook page 68 Locksmith (core) opens the safe at Shaktis
house.

Eqyptian Personalities Warren Besart


Faraz Najir (page 90)
Bureaucracy (core) at the French
(page 76)
Ambassadors office or Cop Talk (core) at
Arabic or Credit Rating (core) and a few Main Station reveals Besarts address.
days locates Faraz Najirs shop on the Street of
Jackals (unless using a guide). Assess Honesty (core) reveals that Abou is
lying.
Flattery or Reassurance reveals from the
locals that Farazs shop was burnt down by a Anthropology (core) reveals the figure leaving
demon. Abous shop is unlike the others, and quite
possibly a European.
Bargain (core) and a bit of money reveals that
Faraz Najir is horribly burned and has a new Pharmacy or Streetwise reveals Besart
shop at Khan el-Khalili smokes a low-grade of hashish.
Nigel Wassif translation, then he gains only +1 Cthulhu
Mythos.
Information from The Cairo Bulletin
Translation by Janwillen Vanheuvelen
(page 92) Vanheuvelen has begun translation of The Black
Library Use uncovers articles on the Carlyle Rites in Dutch. Poring over his current version
expedition in The Cairo Bulletin. gains a +1 to Cthulhu Mythos and a 1-point spend
Reassurance (core) opens up Nigel Wassif on Archaeology pertaining to Ancient Egypt. In
about what he knows about the Carlyle one month, he finishes the remainder of the
expedition. translation, which gives an additional 1-point
spend in History involving Ancient Egypt.
Evidence Collection points out that the July
A Plague of Cats
photos were taken in May.
(page 97)
Evidence Collection allows the investigators
Dr. Ali Kafour to notice that increasing number of cats
(page 93) following Vanheuvelen. Each time the
investigators notice, it is a 1-point Stability
Bureaucracy (core) to talk to Dr. Ali Kafour test.
at the Egyptian Museum.
Reassurance grants a friendly audience with
Dr. Kafour, and makes him a potential ally. The Clive Expedition
The Egyptian Museums vault for their occult
(page 100)
collection is impenetrable. Seriously, its
impenetrable. Psychoanalysis reveals that the workers are
sullen and silent as the workers on Omar
Shaktis plantation.
The Black Cat Reassurance (core) gains the trust of
Broadmoor and/or Gardner, who then divulge
Janwillen Vanheuvelen their secrets and theories. Remember they are
being watched by the Expedition.
(page 96)
To find Vanheuvelen requires either a
combination of Flattery, Streetwise, and
Arabic (which takes a week) or having Wassif The Horrors Below
or Kafour locate Vanheuvelen within a day or
two. Entrances to Horror
(page 103)
Archaeology (core) or Evidence Collection
The Black Rites of Luveh-Keraph reveals the entrances B, C, or D (choose
Ten Thirteenth Dynasty scrolls of Ancient Egypt randomly).
These ancient scrolls discuss the worship of Bast in 1-point Disguise spend allows PCs to pass as
great detail, and other Egyptian deities, such as cultists on ritual night. Cultists are lead by the
Sebek. They are written in Egyptian hieroglyphics. high priest through Entrance A.
The scrolls contain several spells, including
Contact Bast, Summon Cat, Call the Black Egyptian Hieroglypics 2-point spend and a
Pharaoh (Contact Nyarlathotep in Black Pharaoh Cthulhu Mythos 1-point spend allows the PC
form), among others. Skimming The Black Rites to grasp that the glyphs are the ritual phrase
gives a 1-point spend in History involving Ancient Mighty is the God Whose Breath Brings
Egypt. Poring over the scrolls gives a +2 in Death and Whose Form Brings Madness! In
Cthulhu Mythos, and 1-point spend in conjunction with a 2-point Stability spend
Archaeology involving Ancient Egypt. If the Entrance A is revealed.
character has already read Vanheuvelens

Athletics test (against difficulty 5 with a rope;


Encounters Beneath the Sphinx 8 without) is required to climb down Entrance
(page 104) B or Cs shaft.
Take two d6s and decide which is tens and which is
ones (like percentile dice). Roll below:
The Main Tunnel
2d6 Result
Stability 1-point loss due to loathsome images
11 16 No enounter
on the walls while navigating the tunnel.
21 22 Random investigator stumbles, falls; covered
in slimy moss that wont rub off
23 24 A conversation can be heard; Arabic reveals Great Chamber of Nyarlathotep
it about searching for intruders
Stability 1-point loss from seeing the tops of
25 26 Random investigator falls, tears clothing the ebon pillars.
31 32 Overhead stone appears to weep blood Biology or Medicine allows investigator to
33 34 Encounter foul stench, Health test against notice tiny ripples in the Leech Pit. Anyone
Difficulty 5 or vomit uncontrollably unfortunate to fall in, lose 1 Health per round
from blood loss. It takes three consecutive
35 36 Shapeless form glimpsed, vanishes Athletics tests to completely rid someone of all
41 42 Gruesome groans, cackles and growls erupt the leeches.
from the darkness
Evidence Collection notices the marble steps
43 44 Violent wind blast leading into the leech pit.
45 46 Preparedness test against Difficulty 4 or 2-point Stability test when cultists raise leech-
falling rock on head causes 1 Health point covered victims out of the leech pit.
51 52 Biology shows black roses growing on the Egyptian Hieroglyphics reveal the throne of
floor. Poison thorns cause 1 Health loss.
Nitocris.
53 Athletics test against Difficulty 4 for sharply
inclined floor.
54 Fleeing test against Difficulty 4 as roof The Mass Ritual
caves in, causing 2 Health loss to those who fail (page 108)
55 56 Evidence Collection test against Difficulty 1-point Stability test for every death by club,
5 keeps investigator from falling into pit. Roll one 2-point Stability test for each magical death.
die:
Stealth pools increase by 2 when hiding in the
1-3 Pit, 10 feet deep Great Chamber, since it is so massive.
1 Health loss from fall.
3-point Stability test for witnessing the ritual
4 Pit, 20 feet deep
of raising Nitocris.
2 Health loss from fall
5 Pit, 30 feet deep Foiling the ritual allows the investigators to
refresh their Stability pool.
3 Health loss fromm fall
6 Pit, 40 feet deep Killing Agatha Broadmoor results in a 3-point
Stability loss.
4 Health loss from fall
61 62 Investigators encounter 100 foot deep. Roll
d6 x 5 feet to determine the chasms width.
63 64 1d6+4 Children of the Sphinx ambush
investigators. Roll die; even indicates frontal attack,
odd attack from behind
65 66 1-point Stability test against Difficulty 5.
failure indicates the walls appear to be breathing.
Machinations of the Brotherhood Nylarlathoteps Sanctum
Geology proves the chair is made of an
Mosque of Ibn Tulun unknown alien stone.
(page 113)
Egyptian Hieroglyphics 1-point spend allows
Flattery (while speaking Arabic) (core) the investigator to read the inscription on the
allows the investigators an audience with the bas-relief.
nazir of the mosque, Achmed Zehavi.
Astronomy locates the stars Fomalhaut,
Aldebaran, and Deneb on the star chart. Other
The Girdle of Nitocris stars are all unknown.

Mechanical Repair allows the investigator to Astronomy (core) reveals the planetary
unlock the heavy iron door to the cellar of the configuration on the planet chart occurring on
mosque. January 14, 1926, when a solar eclipse covers
the Indian Ocean.
Cthulhu Mythos allows the investigator to
Tragedy at the Mosque of Tulun read the arcane symbols around the border of
the hemispheric map.
Cop Talk gets the investigators in to talk to
forensic specialist, Emil Vabreaux. Vabreaux
reveals that an odd substance was discovered at
the scene.
Cthulhu Mythos 1-point spend proves that
the tissue at the scene is cthonian tissue.

Nyiti of El Wasta
(page 115)
Flattery or Reassurance (core) while
speaking Arabic locates Nyiti after a few hours
of asking locals in El Wasta.
Cthulhu Mythos allows the investigator to
recognize the effects of a hunting horror attack
from Unbas wounds.
Occult or Archeology recognize the rock
fragment as a symbol of protection from
Ancient Egypt.
Geology or Archeology (core) shows the rock
is several centuries old and similar to rock used
in pyramid facings.
Examining the piece in sunlight reveals it to be
a reddish cast. Archeology (core) proves it part
of the Red Pyramid of Dashur.

Into the Sanctum


The Bent Pyramid
(page 116)
Evidence Collection reveals a secret door in
one of the two alabaster Columns.
Statistics Miscellaneous Cat
Athletics 12, Health 2, Scuffling 10
Egyptian Brother of the Black Pharaoh
Hit Threshold: 3
Athletics 4, Health 5, Scuffling 3, Weapons 4
Alertness Modifier: +1
Hit Threshold: 3
Stealth Modifier: +1
Alertness Modifier: +1
Stealth Modifier: +0
Neris
Weapon: +0 (club)
Were-panther priestess of Bast
Athletics 8, Health 7, Scuffling 7, Weapons 4
Omar Shakti Neris knows the spells Contact Bast, Fear,
High Priest of the Brotherhood of the Black Summon/Bind Cat.
Pharaoh
Hit Threshold: 4
Athletics 8, Health 10, Scuffling 4, Weapons 8,
Stability 16 Alertness Modifier: +1
Omar Shakti knows all incantations and rituals in Stealth Modifier: +1
the rulebook and this conversion guide, and some
that arent in the rulebook. He also owns a pair of
scepters similar to the ones owned by Edward Neris
Gavigan (see the London chapter The Two Black Panther Form
Scepters), except his scepters use a pool of 4d6 Athletics 10, Health 9, Scuffling 20
temporary Stability points to power spells and
absorb damage from spells. Neris knows the spells Contact Bast, Fear,
Summon/Bind Cat.
Hit Threshold: 4
Hit Threshold: 4
Alertness Modifier: +3
Alertness Modifier: +2
Stealth Modifier: +3
Stealth Modifier: +2
Weapon: Cult Club +0
Weapon: +1 (claw, bite), +2 raking; Neris gets a
claw and a bite attack each round, if both are
Hetep, Cat-Demon Form successful, then she hangs on and rakes and bites
each successive round.
Athletics 9, Health 9, Scuffling 25
Armour: -1
Hit Threshold: 4
Alertness Modifier: +1
Stealth Modifier: +2
Weapon: Claws and Bite +1
Tongue Attack wraps around the victims throat for
suffocation damage as per Trail page 68. 2 points
of damage severes the tongue and releases the
victim.
Armour: -1
Stability Loss: +1 (+0 for seeing the remains of
the mummified cat)
Dr. Henry Clive The Black Sphinx
Chief Archaelogist of Clive Expedition and Member Avatar of Nyarlathotep
of Brotherhood of the Black Pharoah Athletics 6, Health 141, Scuffling 27
Athletics 2, Health 6, Firearms 2, Scuffling 2,,
Weapons 3, Stability 10 Hit Threshold: 4

Dr. Henry Clive knows the spells Contact Ghoul, Alertness Modifier: +2
Contact Nyarlathotep, Contact Sand-Dweller, Stealth Modifier: -2
Enchant Flute, Shrivelling, Summon/Bind Hunting
Weapon: Forepaw Smash +18
Horror, Summon/Bind Servitor of the Outer Gods.
Armour: -10
Hit Threshold: 3
Stability Loss: +5 [4]
Alertness Modifier: +1
Sanity Loss: +4 [3]
Stealth Modifier: +0
Weapon: Cult Club +0, Revolver +1
Children of the Sphinx
Guardians of the Underworld
Martin Winfield
Athletics 7, Health 7, Scuffling 16
Archaelogist of Clive Expedition and Sadist
Hit Threshold: 4
Athletics 6, Health 6, Firearms 4, Scuffling 2,,
Weapons 7, Stability 6 Alertness Modifier: +0
Martin Winfield knows the spells Clutch of Stealth Modifier: +0
Nyogtha, Contact Ghoul, Summon Byakhee Weapon: Fist 2, Cheetah Bite 1, Bulls Gore +0,
Hit Threshold: 3 Crocodile Bite +1, Hippo Bite +1, Falcon or Ibis
Beak Stab 2, Kick -1
Alertness Modifier: +0
Stability Loss: +0
Stealth Modifier: +0
Weapon: Riding Crop 1, Cult Club +0, Shotgun
+1 Nitocris
Resurrected High Priestess of the Brotherhood
Johannes Sprech Athletics 8, Health 8, Scuffling 20, Weapons 12
Hit Threshold: 4
Archaelogist of Clive Expedition and German
Mystic Alertness Modifier: +2
Athletics 10, Health 7, Firearms 5, Scuffling 5,, Stealth Modifier: +1
Weapons 3, Stability 6
Weapon: Dagger 1*, Fingernail Rake*
Hit Threshold: 4
*poison of Egyptian Cobra (see below)
Alertness Modifier: +1
Armour: -6 from crown, necklace, girdle
Stealth Modifier: +0
Spells: knows as many spells as you wish her to
Weapon: Revolver +1, Knife +0 know
Egyptian Cobra (Naja Haji) Nessim Efti
Athletics 3, Health 3, Scuffling 1 Protector at the Girdle of Nitocris
3 Hit Threshold: 5 Athletics 6, Health 6, Theology 5, Weapon 9 Hit
Threshold: 3
Weapon: Poison venom of the Egyptian cobra
causes respiratory failure, paralysis and death Alertness Modifier: +1
within 15 minutes. Once bitten, the victim loses 1- Stealth Modifier: -2
point of Health every minute (about 5 or 6 rounds
Weapon: Sword of Akmallah 1*
of combat). Once at 0 Health points, the victim is
paralyzed. Application (use of Medicine) of the *damages supernatural beings
anti-venom serum will stop the effects of the
poison.
The Five Ulammas
Athletics 6, Health 6, Weapon 6
Hit Threshold: 3
Alertness Modifier: +0 Stealth Modifier: -2
Weapon: Scimitar -1 s divulges
Chapter IV: Kenya
Kenya is the home base of the Cult of the Bloody Tongue. MWeru, high priestess of Nyarlathotep, and corrupter
of Robert Carlyle, is set to conduct the largest cult ritual in history at the Mountain of the Black Wind. The section
is divided into three sections: Nairobi, Old Bundari, and Mountain of the Black Wind. This section also includes a
red herring adventure, The Game Lodge.

Mombasa Nairobi
Ahja Singh What the Nairobi Stars Files Show
(page 123) Library Use finds the various articles detailed
Locksmith (core) opens the locked iron safe here in the Nairobi Star.
Accounting (core) deciphers the addresses from
the ledger, including Tandoor Singh in Nairobi.
Sam Mariga (black)
Flattery convinces Sam to direct investigators to
Four Equal-Opportunity Thugs Johnstone Kenyatta.
Athletics 8, Health 8, Scuffling 15, Weapons 15
Hit Threshold: 4 Neville Jermyn (white)
Weapon: Blackjack +0 Assess Honesty shows that Neville believes
everything he says, but is quite mad.
Reddish and Bluish Fire Vampire
Athletics 11, Health 4, Scuffling 28 Betram Nails Nelson (white)
Hit Threshold: 5 Reassurance and quite a few drinks reveal that
Alertness Modifier: -1 Nails has seen Jack Brady since the Carlyle
Expedition.
Stealth Modifier: -2
Weapon: Fire +1 (see rules for fire in Trail of
Cthulhu rulebook page 68) Tandoor Singh
Armour: the only effective method of fighting a fire
vampire is to use fire-fighting methods to put them Snooping at Singhs
out. Here are the following damages against a fire Breaking the padlocks on any of Tandoors doors
vampire: fire extinguisher 1, copious amounts of requires an Athletics 1-point spend. Locksmith
water or sand 2. is required to open them without breaking them.
Stability Loss: +0
Cellar of Tandoor Singh By Night:

Forensics shows the shallow graves of Tandoors Sense Trouble test against Difficulty 6 senses the
human sacrifices in the cellar floor. small ghouls sneaking up the platform.

Cthulhu Mythos recognizes the statue as that of Being inside the platform when it falls causes
the Small Crawler. The symbol on the meat d6+2 damage to everyone inside.
cleaver will also be identified as the symbol of
the Small Crawler. Old Bundari
Visions from the inense of the Outer Planes cause Flattery (core) convinces Okomu that the
a 2-point Stability test. investigators may speak with Bundari (after hes
suitably offended them, of course).
1-point Library Use spend reveals the
annotation within the Cthaat Aquadingen (see Occult recognizes the warding symbols worked
Nylarthotep Papers #35) into the roof and floor of Old Bundaris hut.
Cthulhu Mythos recognizes that some are
Mythos-related.
Cthaat Aquadingen
This version of the Cthaat Aquadingen is written in Bundaris Gifts
Hindi instead of Latin. This tome focuses on Deep The whisk has a dedicated pool of 3 Stability to
Ones. Skimming this tome gains a dedicated 1-point defend against evil magic.
pool for any Biology tests involving deep sea marine
organisms. Poring over it gains the investigator a +1 The whisk has a dedicated pool of 3 points to
in Cthulhu Mythos. locate hidden evil. These points can be added to
any roll used for that purpose.
The Game Lodge The Chameleon
Tales of the Lodge Who-Is-Not-What-She-Seems
Athletics 9, Health 33, Scuffling
Possible ways of gleaning the information supplied
in this section: Hit Threshold: 3
Flattery or Credit Rating when conversing with Alertness Modifier: +0
whites. Stealth Modifier: +0
Reassurance when conversing with blacks. Weapon: Sticky Tongue Lash +5
Library Use while at the Nairobi Star.
Cop Talk when talking with the authorities.
Mountain of the Black Wind
The Local Gossip
Silent Joe
Swahili or Kikuyu, along with an appropriate
Flattery gets Silent Joe to open up to the Interpersonal skill, is required to gather any
investigators. information from the local gossip.
The Night Platform
Evidence Collection notices the seam of a small
door in the wall.
Cavern of MWeru Statistics
1-point Stability test for the Statue of
Nyarlathotep Bloody Tongue Member
Evidence Collection locates the hidden Athletics 6, Health 7, Weapons 7
hardwood box behind the throne. Hit Threshold: 3
Archeology or Geology locates the secret panel Weapon: Pranga +1, Spear +2, War Club +2, Bow
to the Great Temple of Nyarlathotep. +0
The Great Temple of Nyarlathotep
1-point Stability test recognizes the columns are Small Ghoul
slowly writhing in a grotesque fashion. Athletics 7, Health 5, Scuffling 11
The Altar Stone Hit Threshold: 4
Geology establishes the stone is not of this earth. Alertness Modifier: +1
The stone has a 70 point pool of Stability for Stealth Modifier: +2
casting spells, when it is touched at the same
Weapon: Claws 2, Bite 2 with extended contest of
time. Each touch causes a 1-point Stability loss
Athletics against difficulty 4 to get the small ghoul to
for the investigator. The altar can have as much
release the investigator.
as 100 points of Stability, drained from human
sacrifices. If the altar is broken up, each piece is Armour: Only half-damage from firearms and
capable of a proportional amount of Stability missile weapons.
points in the broken stone. Stability Loss: +0
The Sacrificial Pits
2-point Stability test to see anyone die in the MWeru
pits.
High Priestess of the Cult of the Bloody Tongue
The Bone Pile Athletics 9, Health 8, Weapons 7
Biology identifies up to 30 different human MWeru knows the following spells: Contact Ghoul,
skeletons in the Bone Pile. Contact Nyarlathotep, Contact Sand Dweller, Dread
The Throne of the Mother Name of Azathoth, Mists of the Dreamer,
Summon/Bind Byakhee, Summon/Bind Hunting
Seeing Hypatia Masters in her current state Horror. MWeru also knows the following rituals:
causes a 5-point Stability test. Call/Dismiss Azathoth, Clutch of Nyogtha,
Ritual of the Birth Mesmerize

Disguise test against Difficulty 3 allows the


investigators to pose as cultists. Hit Threshold: 4
On page 86 of the Trail of Cthulhu Rulebook is Alertness Modifier: +1
the Stability loss for Nyarlathoteps monsterform. Stealth Modifier: +3
Use this while Nyarlathotep present as the God
of the Bloody Tongue. Weapon: Pranga +1, Dagger -1
Roll 2d6 for each investigator. On a roll of 2,
the investigator is scooped up by Nyarlathotep
and either crushed or smashed.
7-point Stability test to see the birth of the
Spawn of Nyarlathotep.
MWerus Bodyguards Spawn of Nyarlathotep, monstrous aspect
Athletics 7, Health 9, Weapons 22 Taking after Father
Hit Threshold: 4 Athletics 7, Health 18, Scuffling 33

Alertness Modifier: +1 The monstrous form of the Spawn can cast the spell
Contact Nyarlathotep.
Stealth Modifier: +1
Hit Threshold: 3
Weapon: Pranga +1, War Club +1, Thrown Spear +1
Alertness Modifier: +0
Stealth Modifier: +0
Spawn of Nyarlathotep
Weapon:
Unborn
Tentacle +1, grapples victim then transfer
Health 13
victim to one of its five maws
Hit Threshold: 1
Claws +2, attacks with d6 claws per round
Note: if the Spawn isnt killed in one blow,
Five Maws +3
Nyarlathotep arrives, heals the spawn and harasses
the investigators. Bulk Smash +2
Eye Ray +1, range 30 ft.
Stability Loss: +2

Spawn of Nyarlathotep, beautiful aspect


Taking after Mother
Athletics 8, Health 7, Weapon 13
The beautiful aspect of the Spawn looks just like its
mother, Hypatia Masters. Any spells the Spawn has
should be chosen by the Narrator, and dependent on
how long the Spawn has been alive. If the beautiful
aspect is destroyed, it reverts to its monstrous form
Hit Threshold: 4
Alertness Modifier: +0
Stealth Modifier: +0
Weapon: Fencing Foil +0
Chapter V: Australia
Australia was not included in the original edition of Masks of Nyarlathotep, so Keepers are not at fault if they feel
the events of this chapter are somewhat disconnected from the main plotline. However, it has an engaging ghost
story, an ancient city, and a major clue about the timing of Penhews plans.

Sydney Physics (2-point spend) or Cthulhu Mythos (1


point spend) will activate the device.
(page 154) Toddy Randolph
David Dodge Health 6, Scuffling 5, Firearms 4
Scuffling 5, Firearms 5, Weapons (War Boomerang)
Hit Threshold: 3
3, Health 8, Archaeology 3, Anthropology 3,
Outdoorsman 2 Alertness Modifier: +0
The Australia Museum Stealth Modifier: +0

Cthulhu Mythos 1-point spend to recognize Weapon: Revolver +0


Nyarlathotep/the Deep Ones
The State Library Billy Burraglong (Koori)
Flattery earns the right to use the Library. Health 7, Weapons 6, Athletics 5
Library Use (core) finds the legends of the Hit Threshold: 3
buried city. Alertness Modifier: +1
The National Art Gallery Stealth Modifier: +1
Art or Art History finds the painting of the Weapon: Cult Club +1
ritual sacrifice.
The University of Sydney
Port Hedland
Reassurance gets a referral to Prof. Cowles or
David Dodge (page 157)
Robert B. F. MacKenzie
Darwin Credit Rating, Oral History, or Flattery to find
(page 155) MacKenzie.
Oral History finds two random clues. A 1-point Assess Honesty says he believes what he says.
spend gets all four.
Cuncudgerie
The Randolph Shipping Company
(page 158)
(page 156)
Evidence Collection notices the crate with the Oral History will eventually uncover all the
Cult Marker. rumors, in time. This goes faster with a spend, or
a Credit Rating or Bargain 2-point spend.
Lockpick or an Athletics 4 point spend forces
Of the rumors presented, the following should be
the door.
considered core:
Accounting uncovers that there are two crates in
A crazy American bloke took a crew
the ledger.
An American gent named John Carver
Evidence Collection will find the second crate in
1d6 X 10 minutes, or a 1-point spend will find it The American fellow who dug the mineand
in five. John Carver are one and the same
Mad Ginger Muldoon Mortimer Wycroft
Reassurance gets him to tell the story of Health 5, Firearms 4, Cthulhu Mythos 1
Buckleys ghost. Hit Threshold: 3
Oral History finds people who knew Buckely. Alertness Modifier: +0
Anthropology notices that the Kooris know
more than they are saying. Stealth Modifier: +0
Weapon: Shotgun +1
Wycrofts Shop
(page 160)
Evidence Collection or Anthropology notices Lynn (Koori)
the cult tattoo. Health 5, Weapons 6 (Club or Boomerang, -1),
Assess Honesty screams that Wycroft is lying. Athletics 4
Dangerous Intelligences. Hit Threshold: 3
+1 Cthulhu Mythos for fully reading. Library Use Alertness Modifier: +0
or Evidence Collection will uncover the facts about Stealth Modifier: +0
the Great Race and the Polyps.
Weapon: War Boomerang +0, Cult Club +1
Shannon (Koori)
Health 5, Weapons 5, Scuffling 4
Hit Threshold: 3
Alertness Modifier: +0
Stealth Modifier: +0
Weapon: War Boomerang +0, Cult Club +1
Janice (Koori)
Health 5, Weapons 4, Athletics 7
Hit Threshold: 3
Alertness Modifier: +0
Stealth Modifier: +0
Weapon: War Boomerang +0, Cult Club +1
Buckleys Ghost The Great Sandy Desert
(page 161) (page 165)
Dingo Falls Successful Pilot rolls or Outdoorsman (core)
will uncover the buried city.
An Athletics test against Difficulty 4 gets
investigators to the bottom of pits. The Death Camp
Evidence Collection or Forensics finds Geology indicates this was a mining camp.
Buckleys remains. A 1-point spend of either
Evidence Collection turns up the club.
notices the missing shoes.
Biology notes that the teeth are from bats.
Buckleys Ghost
Mechanical Repair is needed to activate the
Treat possession as the spell Dominate. generator and elevator.
Slatterys Hovel Architecture or Geology will note the collapsed
(page 162) walls.
Psychoanalysis as an Investigative Ability can Geology, Outdoorsman, or Evidence
uncover that Jocko is dangerous. Collection finds the spring.
Evidence Collection finds Buckleys boots. Outdoorsman finds the strange tracks and notes
the hypothesis about how they are made.
Bargain gets Jocko to give up the harmonica.
Cthulhu Mythos 1-point spend uncovers their
Vern Slattery origin.
Health 7, Scuffling 5, Firearms 5, Weapons
Reassurance calms Jeremy Grogan down.
Hit Threshold: 3
Jeremy Grogan
Alertness Modifier: +0
Health 6, Firearms 4, Scufling 3
Stealth Modifier: +0
Hit Threshold: 3
Weapon: Rifle +1
Alertness Modifier: +0
Stealth Modifier: +0
Frank Slattery Weapon: Rifle +1
Health 7, Scuffling 5, Firearms 4, Athletics 5
Hit Threshold: 3
Magical Dingoes
Alertness Modifier: +0
There are seven of these.
Stealth Modifier: +1
Health n/a, Scuffling 30
Weapon: Rifle +1
Hit Threshold: 3, but invulnerable to all physical
damage
Jocko Slattery Alertness Modifier: +2
Health 7, Scuffling 5, Weapons 3 Stealth Modifier: +2
Hit Threshold: 3 Weapon: Bite +1
Alertness Modifier: +0
Stealth Modifier: +0
Weapon: Knife -1
The Ambush Lightning Guns
(page 170) The lightning guns are all Yithian models salvaged
A Sense Trouble test against Difficulty 5 alerts by Hustons cultists. They are ancient and fragile, but
the drivers. quite deadly.
A Driving test against Difficulty 4 avoids the A Lightning Gun requires two hands to fire, and has
boulders. a maximum range of 200 yards or so. The damage
done is +7 near/close, +2 at about 100 yards, and +1
Outdoorsman allows the tracking of ambushers. for ranges greater than that.
Flattery gets the ambushers to reveal the details Each Lightning Gun has 4d6 charges and cannot be
on page 170. recharged. Instead of determining the number of
Koori Ambushers (8) charges, the Keeper can simply note when a PC rolls
a 1 while firing; the second 1 rolled indicates the
Health 7, Weapons 6 weapon is out of charges.
Hit Threshold: 3
The Second Entrance
Alertness Modifier: +0
(page 173)
Stealth Modifier: +0 This scene has a lead-in: seeing a polyp track.
Weapon: Spear +0 Outdoorsman (1 point spend) will deduce the
existence of the second entrance.

City Beneath The Sands Cthulhu Mythos (1 point spend) identifies the
creature that made the tracks. (Do not charge a
(page 171) PC who made the spend at the Death Camp.)
If the PCs end up using the suggestions from the
introduction to this section to gain entrance to the
Inside The City
City, then normal Driving or Explosives Tests will (page 175)
do nicely.
The Shaft into Darkness
Cultist Squads It takes a combined 15 point Athletics spend to
There are four of these (A-D), consisting of five close the trapdoor.
members apiece.

Flying Polyp
Cultist (see p. 132 of the Trail of Cthulhu core book.)
Health 5, Firearms 4 (Revolver +1)*, Weapons 2
(Cult Club +0)
Hit Threshold: 3 Lines of Light
Alertness Modifier: +1 An Athletics test against Difficulty 4 is
necessary to climb over the rubble.
Stealth Modifier: +1
Weapon: Revolver +1*, Cult Club +0
*One member of each squad carries a Lightning
Gun.
Cavern of the Mimis The Purple Dome Temple
Occult strongly advises against eating Mimi food (page 179)
or partaking in Mimi sex. Seeing the statues is a 3-point Mythos Shock
Accompanying the Mimis is a 3-pt Stability test. Stability test.

Seeing a companion turn into a Mimi is 6-point Touching the statues drain 1-point of Stability.
Stability test. It is possible to resist the statue drain as a
Stability contest against an Inertia pool of 5,
Mimi
but the Statue keeps all Stability spent by the
Athletics 15, Health n/a, Weapons 30 person who touches it.
Hit Threshold: 3 Cthulhu Mythos, Occult, or Flattery suggest
Alertness Modifier: +0 grovelling to Nyarlathotep to avoid the bat-thing
attack.
Stealth Modifier: +0
Three Guardians
Weapon: Spear +2*
Health 18, Scuffling 30
Armor: Immune to all physical attacks
Hit Threshold: 4 (fast but large)
Alertness Modifier: +0
*A character struck by a Mimi spear must make an
immediate Stability Test against a Difficulty equal Stealth Modifier: +0
to the damage of the attack. Failure means the Weapon: Wing Buffet +2*
character is treated as Seriously Wounded and will
die without immediate medical attention. Long-term *The bat-thing guardians will try and force their
recovery may not be possible without powerful victims against the Statue of Nyarlathotep (treat as a
magics, if at all. Success still treats the character as Scuffling contest) or will attack with their wings
Seriously Wounded and they will remain in a coma (+2). A successful hit drains one rating point of
until fully healed, but they will otherwise recover Health or Athletics--whichever is higher at the
normally. moment of the attack.
Sand Bat, the Father of All Bats, Avatar
of Nyarlathotep
Health 27, Scuffling 30
Hit Threshold: 3 (enormous)
Alertness Modifier: +0
Stealth Modifier: +0
Weapon: Tendrils +12, Trail of Protoplasm +0
Armour: +4; ignores all damage unless the attack
produces light.
Attacks that use light can range from a flashlight (-1)
or a torch (-1) to a cars headlights (+2) to moonlight
(+1) and finally sunlight (+12).
Huston may be encountered with a Lightening Gun.
The Nursery The Mind Controller
(page 181) Putting it on engages the user in a Stability
Seeing the creatures as whole is a five point contest against the target.
Mythos Shock Stability test. The target loses 2 points of Stability each time
Each individual creature is a six-point Mythos she is subjected to the device.
Shock Stability test. Gods of Reality
A Titan Horror Reading the book is a 3-point Stability test.
Viewing this tremendous monstrosity is a 5-point Kakakataks Chamber
Mythos Shock Stability test.
(page 185)
Hustons HQ Electrical Repair demonstrates that the
Locksmith opens the crate of dynamite. equipment is extremely advanced.

Zombified Miners The force field does +2 damage.

Health 5, Scuffling 5 Sneaking under it requires a successful Athletics


test against Difficulty 4.
Hit Threshold: 3
Locksmith opens the panel, and an Electrical
Alertness Modifier: +0 Repair test against Difficulty 4 will deactivate
Stealth Modifier: +0 the force field.
Weapon: Fists -1* Kakakatak
*A successful hit means the zombie is now choking For the Great Race, see p. 135 of Trail of Cthulhu.
its target. A Scuffling contest is required to detach
the zombie; the zombie automatically inflicts -1
damage each round the contest lasts, unless the target
makes an Athletics test against Difficulty 4.
Alan and Thomas, Cultist Thugs
Health 5, Scuffling 5, Weapons 5
Hit Threshold: 3
Alertness Modifier: +0
Stealth Modifier: +0
Weapon: Cult Club +0, Whip -1

The Top Floor


Streetwise notices Huston is armed.
Asses Honesty or Psychoanalysis screams that
Huston is insane.
Robert Huston, Priest of Nyarlathotep
Firearms 4, Health 7
Hit Threshold: 3
Alertness Modifier: +0
Stealth Modifier: +0
Weapon: Revolver +1, Cult Club +1
Chapter VI: Shanghai
Shanghai is where the players will learn the true scope of the conspiracys plans, and find a method to
defeat them. It also contains the only friendly member of the Carlyle Expedition, Jack Brady.

Getting Around Shanghai Flattery will make him forget the Investigators
unless forewarned about them.
(page 191)
Unless otherwise noted, all NPCs have Chinese as Ho Fong's Shanghai Warehouse
their native language. (Page 196)
Lin Wen-Cheng Athletics test against difficulty 8 to pull down
the bars, or against difficulty 6 to break the
Athletics 4, Health 6, Languages 1 (English)
padlocks.
Hit Threshold: 3
Ho Fong's Office
Alertness Modifier: +0
Evidence Collection or Architecture notices the
Stealth Modifier: +0 weak spot on the stairs.
Weapon: Fists -2 Architecture will also reveal the significance of
the weak spot.

The Stumbling Tiger Bar Locksmith opens the safe.


(page 193) The Special Storeroom
If any Investigator has Bargain, McChum will A Locksmith 1-point spend is required to open
tell her the Rangoon cover story. the door to the storeroom. A combined 14-point
Any Investigator present should have a chance to Athletics spend will pull open the doors.
use Assess Honesty (core) to reveal that Archaeology reveals the origin of the artefacts.
McChum is deliberately misleading them Examining them is a 1-point Stability test. This
A 1-point Reassurance spend will take test is a Mythos shock.
McChum into the PCs confidence. A 2-point Physics spend reveals the purpose of
the equipment in the crates marked AP.

Fergus McChum Ho Fong's Mansion


Fleeing 6, Health 5, Languages 2 (English, (Page 198)
Japanese), Scuffling 6
Because of the obstacles, Athletics rolls to climb
Hit Threshold: 3 the walls are against Difficulty 8.
Alertness Modifier: +0 The Library
Stealth Modifier: +0 (Page 199)
Weapon: Knife -1 Roll a d6; on a 1 Ho Fong has left one of his Mythos
tomes in the library.
Ho's Bedroom
Ho Fong Evidence Collection notices the Mythos statues.
(Page 195) Carl Stanford's Room
Interviewing Ho Fong A successful Shadowing or Spot Hidden roll
Assess Honesty reveals only that Ho Fong is notices Stanford entering or leaving the house.
deliberately not telling the Investigators anything
important.
The Room of Ho Tzu-Hsi True Magick: +1 to Cthulhu Mythos.
Watching Tzu-Hsi eat is a 1-point Mythos The Goddess of the Black Fan: +1 to Cthulhu
Shock Stability test. Mythos, contains the spell Contact Nyarlathotep.
Inner Court R'Lyeh Text Commentary: +3 to Cthulhu Mythos.

Biology or Outdoorsman notices that many of The Tale of Priest Kwan: +1 to Cthulhu Mythos.
the plants are poisonous. In all cases, the books must be read (not skimmed) to
gain the increase in Cthulhu Mythos.
The Pavilion
Evidence Collection or Mechanical Repair The Seven Gates of Heaven
(core) notices the seam in the statues head. (Page 202)
Shrine to the Bloated Woman Reassurance calms down Choi, but she will need
treatment via Psychoanalysis to free herself of
Lockpick opens the door to the shrine. her death wish.
The Crawling Ceiling Anyone bitten by a rat must make a Health test
[Conversion note: this is my best attempt to render a against a target of 4 or contract a disease. The
completely alien mechanic to ToC. In general, this disease onset is in 1d6 days and drains 2 Health
type of situation would be represented as a contest in per day that cannot be healed until the disease is
Trail.] cured.
Staring at the ceiling is a Stability Test against Medicine will identify the disease and a 1-point
difficulty 6. If an Investigator fails this test, her spend will cure the ailing Investigator, who must
soul is trapped in the ceiling as noted. then heal as normal.
Freeing yourself from the ceiling is a Stability Cultists
Contest against an Inertia Pool of 10. Any
(page 203)
character trapped in the ceiling can contribute
Stability to this contest (using the standard Ho Fong
piggybacking rules). Fleeing 8, Health 6, Stability 7
The Statue of the Bloated Woman Hit Threshold: 3
(Page 200) Alertness Modifier: +1
Seeing the statue is a 2-point Mythos Shock Stealth Modifier: +2
Stability test. The statue has a dedicated pool of
8 magic points, provided you know the correct Weapon: Sickle +0, Dagger -1
spell.
The Teak Cabinet Ho Tzu-Hsi
A 1-point Locksmith or Mechanical Repair Health 3
test against difficulty 5 is required to open the Watching Tzu-Hsi eat is a 1-point Stability test.
lock without getting poisoned.
Assorted Cultists
Allow a Sense Trouble test against Difficulty 4
or other investigative skill to notice the poison. Health 6, Scuffling 6, Weapons 5
The poison requires a Health test against Hit Threshold: 3
Difficulty 5. Failure means the Investigator is Alertness Modifier: +0
blinded for 1d6 minutes. If the Investigator is
below (or reduced to) 0 Health, the blindness is Stealth Modifier: +0
permanent. Weapon: Jo Stick +0, Fist -2
Biology will reveal what the flowers and press
are for.
The cabinet contains the following tomes:
Livre d'Ivon: see the main Trail rulebook, p. 106.
Carl Stanford Lin Tang-Yu
Health 7, Weapons 8, Astronomy 1, Archaeology 3, Health 6, Bargain 3
Cthulhu Mythos 2, Flattery 4, Reassurance 4,
Hit Threshold: 3
Stability 20
Alertness Modifier: +0
Hit Threshold: 3
Stealth Modifier: +1
Alertness Modifier: +0
Weapon: Fists -2
Stealth Modifier: +2
Languages: Arabic, English, Japanese, Sanskrit
Weapon: Sword Cane -1
Languages: Ancient Greek, Arabic, Mandarin
Lin Tang-Yus White Guardian Gorillas
Health 9, Athletics 10, Scuffling 15
Stanfords sword cane holds 30 magic points he can
use to power spells. Like Omar Shakhti, he can be Hit Threshold: 4
assumed to know all spells in the core book, this
Alertness Modifier: +0
conversion, and any other source that makes sense.
Stealth Modifier: +2
Weapon: Bite +2, Hands +1
Independents
Armour: -2
(Page 204)
The gorillas can attack twice with their hands each
Isoge Taro round. If both hands hit the same target in the same
Assess Honesty notices that Taro comes across round, the gorilla automatically does the hand
as too polished. damage twice each round against that target.
Evidence Collection or Medical notes that Henchmen
Taros reflexes arent dulled by drink. Health 5, Scuffling 6, Weapons 6
Isoge Taro Hit Threshold: 3
Athletics 4, Cryptography 1, Driving 4, Explosives 4, Alertness Modifier: +0
Firearms 6, Health 7, Scuffling 5, Weapons 4
Stealth Modifier: +2
Hit Threshold: 3
Weapon: Hatchet -1, Blackjack* -2, Darts**
Alertness Modifier: +0
*If the target fails a Sense Trouble test against a
Stealth Modifier: +2 Difficulty of 4, a hit from the blackjack knocks them
Weapon: Automatic Pistol +1 unconscious. If the target is unaware of the
Henchman, include the Henchmans Stealth Modifier
Languages: English, Japanese, Korean, Mandarin, in the Difficulty Number of the test.
Tagalog
**The darts may be tipped with either poison or
Lin Tang-Yu sleeping potion. A successful hit with a poison dart
requires a Health roll against a target of 4. Failure
Flattery and Bargain have no effect on Lin.
results in the target being treated as Seriously
Lins Shanghai Headquarters Wounded. Use the same procedure for the sleeping
potion except that failure results in unconsciousness.
A successful Sense Trouble test against a
Target Number of 4 or Evidence Collection 1-
point spend notices something is hidden behind
his throne chair.
The Shanghai Courier
(p. 209)
Just having Psychoanalysis will indicate that Lin
is insane. Library Use (core clue) uncovers the series of
similar murders (p. 210) and the wave near Grey
Assess Honesty requires a 1-point spend to have Dragon shoals.
any effect at all.
Discovery of the clippings is also a core clue as
it helps point to Brady. Each clipping is detailed
below.
Seamans Club Damaged The Cabinet
Geology or Mechanical Repair indicates that (p. 212)
there was no undermine, contrary to the article. This esoteric device is extremely effective
Evidence Collection or Oral History finds one against demons, which must make an Inertia
of the drunks who describes the creatures that Pool or Stability check against Difficulty 4
attacked. every minute to stay on the earthly plane.

Oral History or Evidence Collection discovers It also works against humans, who must make a
that an American was in a room facing the Stability Check against Difficulty 4 every
direction of the attack. minute or suffer a 1 point Stability Rating drain.
When Stability Rating is 0, the Investigator dies.
Oral History and a picture of Jack Brady gets a
positive identification of Brady. Breaking the lock from the inside or outside is a
6-pt Athletics spend.
Fire on Chin-lang Road
From outside, Locksmith will eventually spring
Library Use (or possibly Oral History) the cabinet. The amount of time it takes is at the
discovers the weather was not conducive to a Keepers discretion.
fire.
Oral History or Reassurance and a photo of
Brady gets another positive identification.
Mr. Lung Yun
Health 5, Scuffling 4, Weapons 4
Violent Incident on Lantern Street
Hit Threshold: 3
Bargain gets the investigators into the murder
room. Alertness Modifier: +2
Flattery, Reassurance, or Oral History will get Stealth Modifier: +2
a meeting with Quivering Jade who will identify Weapon: Knife -1, Fists -2
Brady.
Languages: Chinese, English
Reassurance or Oral History will uncover that
Choi Mei-ling fled her new owner. Wu the Demon-Cat
As a Siamese Cat:
Library Use or Oral History uncovers the death
of Mr. Chin. Health 1, Athletics 9
Hit Threshold: 5 (small)
The Demon Cabinet of Mister Lung
Alertness Modifier: +0
(p. 210)
Wu the Demon is attacking Mr. Lungs house; Stealth Modifier: +1
driving him away is an extended contest against his Weapon: Claws -4, Bite -4
Inertia Pool of 25. Some of Mr. Lungs methods are
more effective than others and can create a pool of Any hit on Wu in cat form causes it to instantly
Exorcism points that can be spent in the contest. In change into demon form (even if the damage would
order to exorcise Wu, these techniques must be used kill a normal cat.)
(other incantations do not affect the demon-cat) and Wu the Cat-Demon
each technique can only be used once.
In Demon form
Tiger Scrolls: the scrolls give 1 point of Health 10, Athletics 10, Intimidate 4
Exorcism.
Hit Threshold: 3
Feng Shui: Grants no Exorcism points.
Amulets: Grants no Exorcism points. Alertness Modifier: +0
Coin Sword: Grants 1 Exorcism point. Stealth Modifier: +0
Brazier of Burning Slippers: Grants 1 Exorcism Weapon: Claws +3
point.
Armor: Ignores physical weapons and natural
Bribery With Hell Money: Grants 2 Exorcism damage
points. Evidence Collection notices that the
money is not real. Stability Loss: +2
Allies Languages: Mandarin Chinese

The Shanghai Museum Jack Brady


(p. 213) (p. 215)
Oral History, History, Library Use, or Credit Brady will approach the investigators when he is
Rating 3+ suggests the Museum as an obvious convinced that they are on his side.
place to look and thus gets the list of 33 names If the Investigators are looking for Brady, have
(core clue). them make Sense Trouble tests against
Assess Honesty suggests that the Investigators Difficulty of 7 (which includes Bradys Stealth
can tell Mu Hsien about Brady and/or the Seven modifier) provided they are in the same area.
Cryptical Books of Hsan. If the Investigators are being watched when they
Mu Hsien meet Brady, have the Investigators make a
Stealth roll to avoid having Brady spotted.
Health 4, Occult 4, Cthulhu Mythos 1
For most campaigns, meeting Brady should probably
Hit Threshold: 3 be a core clue, but see p. 216 for options if the
Alertness Modifier: +0 Investigators never meet Brady.
Stealth Modifier: +0 On the Eye of Light and Darkness
Weapon: Fists -3 (p. 216)
Languages: Mandarin Chinese, Tibetan The Eye may be cast on one of the three points on the
triangle influencing the locus of the Great Gate. As
THE SEVEN CRYPTICAL BOOKS OF HSAN noted in the text, it does not require a great deal of
blood, although Investigators may mistake the
This is a single scroll in Classical Chinese; Mus
amount required.
copy happens to be more complete than other
versions. Reading the scroll grants +2 Cthulhu Only people without any Rating in Cthulhu Mythos
Mythos. The scroll contains several spells, but the can participate in the ritual.
most important are Elder Sign, Eye of Light and The ritual must begin at moonrise. The preparations
Darkness, and Find Gate. for the ritual require about an hour and a Stability
The scroll is difficult to translate and requires at least test against Difficulty 5 to complete successfully.
a 2 point spend from Languages (one of which must Every hour that the chanting and other instructions
be Mandarin Chinese), and Occult, History, and are followed, each participant in the ritual has 1d6-2
Library Use to have any chance of deciphering the points of Stability Rating drained into the ward. Any
text. Even then the odds are slim that an Investigator participant reduced to Stability Rating 0 dies. Once
will decipher it within a year, although Keepers may the ward has received 100 points of Stability Rating,
want to consider various hare-braineder, well- the ward seals the area. If the ward does not receive
thought out plans and spends by the players. enough points by moonset, the ritual is ruined and all
preparations must begin again.
When the pupil of the Eye begins to glow, the ward
New China is active; soon the symbol fades into whatever it has
(p. 214) been inscribed into.
Locksmith or a Scuffling or Weapons test Any Mythos entity acting as a minion or agent of the
versus a Difficulty 6 breaks down the door. Titans or Gods in an area warded by an Eye loses 1
point of Health every hour it remains in the area; at 0
Warehouse Guards Health it is destroyed. Additionally, Contact and
Health 6, Athletics 6, Firearms 4, Fleeing 8, Summoning spells do not work within the 10 mile
Scuffling 7, Weapons 5 radius around the Eye.
Hit Threshold: 3
Alertness Modifier: +1
Stealth Modifier: +1
Weapon: Thompson Gun +1, Knife -1, Fists -2
Grey Dragon Island Deep One Colony
At night, unless a Stealth test of Difficulty 3 is
(p. 219) made, a swimming Deep One notices anyone in
Aboard the Dark Mistress the lagoon.
Catching the Dark Mistress in port requires The Lookout Station
Evidence Collection.
The station has a Stealth Modifier of +2,
Oral History, Piloting, or Credit Rating 2+ will requiring a Sense Trouble test against
find the relevant information at the Difficulty 6 to spot it. If the Investigator fails but
Harbormasters office. beats Difficulty 4, she spots the cables.
Library Use at the Shanghai Central Post Office
turns up the information about letters carried for
Alfred Penhurst.
The Ship
Breaking down the door to Penhursts suite
requires Lockpicking or a 2-point Athletics
spend.
Following the yacht requires Shadowing checks
(a 1-point Piloting spend allows Piloting to
substitute for Shadowing.)
The Crew
Cthulhu Mythos will at least point at the non-
human ancestry of the crew.
Evidence Collection notices the medallions the
crew wear; a 1-point spend allows the characters
to be correctly remembered for later translation.
Diagnosing Savoyards condition requires
Medical or Physics.
The Deadly Thing in the Firebox
(p. 220)
If an Investigator is exposed to the chunk of
meteorite, she must make a Health test against a
Difficulty of 6. Failure results in the Investigator
being treated as Hurt for the next 12 hours.
Extended exposure is even more deadly; the
Investigator is permanently treated as Hurt and loses
one point of Health rating every day she does not
receive a blood transfusion. There is no cure known
to 1920s science; magic or advanced
technology/techniques are the only hope for the
Investigator.

Landfall
(p. 220)
Into the Lagoon
It takes a successful Climb test against
Difficulty 4 to reach the top of the cinder cone.
Chamber of the Bloated Woman The Shoggoth-Twsha
(p. 221)
Parts Storage Using a mapulo to control a shoggoth requires a
Stability Contest against the shoggoths Inertia
The welding units do +2 damage at full power or
Pool. (This shoggoth has an Intertia Pool of 7.) If the
+1 at half power. They last for 1d6+2 hours.
Investigator fails the contest or leave the shoggoth
The Cage uncontrolled for more than ten minutes, the mapulos
do an automatic -2 damage against the Investigator
(p. 223)
every round until cut or burnt off.
An Athletics or Weapons test against Difficulty
6 is required to pull the bars or the door free. A human who uses a mapulo to control must make a
Locksmith cannot be used due to the locks 3-point Mythos Shock Stability test every half
unusual nature. hour; it is not possible to become accustomed to this
test.
The Statue
Looking at the Statue triggers a 3-point Mythos Shoggoth-Twsha, Deep One Priest
Shock Stability test. and Worker Deep Ones
(in water/on land; see TOC p. 130)
Use of the Find Gate spell or a 1-point Cthulhu
Mythos spend reveals the Statue is a gate. Health 10, Athletics 12/8, Scuffling 4/2, Weapons
The Egyptian Room 4/2
Lifting the door panel is an Athletics test against The Shoggoth-Twsha has a Stability 12 and may
Difficulty 11. know some spells at the Keepers option.
Lenient Keepers may allow Sense Trouble or
Investigative spends to detect the gas trap in the Hit Threshold: 4/5
sarcophagus. Alertness Modifier: +0
Stealth Modifier: +0/+1
Sir Aubreys Workshop Weapon: Claw +1, Trident +1
The Trigger
The Shoggoth
Electrical Repair (as an Investigative skill) (see TOC p. 150)
determines that the device is used for positioning.
Health 34, Athletics 10, Scuffling 23
Physics or Mechanical Repair (as an
Investigative skill) reveals that the device is
Hit Threshold: 3 (large)
keyed to time and atmospheric pressure.
Alertness Modifier: +0
The Plans Stealth Modifier: +0
(p. 224) Weapon: Pseudopod +5, Snare +2
Deciphering the plans takes a 3-point Physics The shoggoth may attempt to Snare a character; this
spend and 2d6 weeks. does an automatic +2 damage every round.
The Chronometer charging a small amount of Health loss. If longer-
Piloting or Astronomy give the insight that the term effects are considered desirable for your group,
chronometer is set to Greenwich Mean Time. consider the following:
Exposure of a day or longer results in the
Sir Aubreys Diary
Investigator becoming permanently Hurt (see The
Reading the whole diary requires a 3-point Deadly Thing in the Firebox, above.) Health Rating
Mythos Shock Stability test. drops by 1 point per day until it reaches 0, at which
point the Investigator dies. There is no treatment, not
Radiation in the Chamber even transfusion, for this exposure.
(p. 225)
If the Keeper wishes, she may include some effects
of the radiation from the magma poolperhaps
Foiling the Ritual of Opening Statistics
(p. 227)
(p. 228)
Whether or not the scheme to reset the
chronometer succeeds will depend the taste of the Good Guys
group. Certainly Trail of Cthulhu allows for a
host of potential spendsperhaps Flattery on
Jack Brass Brady
Penhew?that could potentially make the plan Health 9, Athletics 9, Firearms 5, First Aid 5,
succeed. Scuffling 7, Sense Trouble 5, Shadowing 6, Stealth 6,
Weapons 6
A Mechanical Repair test against Difficulty 4
and about three minutes are required to cut all or Hit Threshold: 4
part way through the girders. Alertness Modifier: +3
Likewise, Mechanical Repair or Electrical Stealth Modifier: +3
Repair can render the trigger non-functional.
This is a normal test to simply render it Weapon: Tommy Gun +1, Knife -1, Fists -2
inoperative without leaving obvious signs; more Languages: Arabic, English, Mandarin Chinese,
intricate modification (say allowing the rocket to Turkic
launch but causing its guidance system to fail)
makes the Difficulty of the task much higher. Average New China Fighter
Doing so will make it more difficult for routine Health 6, Athletics 5, Firearms 4, Scuffling 9,
checks to discover the problem, however. Weapons 5
Hit Threshold: 3
Alertness Modifier: +1
Stealth Modifier: +1
Weapon: Silenced .45 Pistol +1, Knife -1, Fists -2
Languages: Mandarin Chinese
Chu Min
Health 8, Athletics 6, Firearms 9, First Aid 4,
Scuffling 7, Weapons 6
Hit Threshold: 3
Alertness Modifier: +1
Stealth Modifier: +1
Weapon: Tommy Gun +1, Silenced .45 Pistol +1,
Knife -1, Fists -2
Languages: English, Mandarin Chinese
The Bloated Woman
Bad Guys
(p. 229)
This hideous parody of femininity is one of (p. 230)
Nyarlathoteps deadliest masks. Beneath beautiful Sir Aubrey Penhew
human eyes sprout a huge tentacle and several
Health 7, Firearms 3, Magic 10, Weapons 2
toothed maws; she has tentacles for arms, and sickle-
wielding tentacles girding her abdomen. Hit Threshold: 3
Alertness Modifier: +0
The Bloated Woman
Stealth Modifier: +0
Health 17, Scuffling 9
Weapon: Revolver +0, Cult Sickle -1
Hit Threshold: 3
Spells: Contact Nyarlathotep, Dread Curse of
Alertness Modifier: +0 Azathoth, Shrivelling, Steal Life
Stealth Modifier: +0
Deep Ones
Weapon: Arm Tentacle +3 and grab, Small Tentacle
(see TOC p. 129)
+2, Kiss (see below)
Stats after the slash apply when the Deep One is in
Stability Loss: +5 (Min loss of 4); Sanity Loss is +1
water.
(Min loss of 3)
Health 9, Athletics 8/12, Scuffling 8/12, Weapons
(See TOC p. 86 for the effects of seeing
6/4
Nyarlathotep in monstrous form.)
Hit Threshold: 4/5
The Bloated Woman can attack with two arm
tentacles and 1d6 small tentacles every round. If an Alertness Modifier: +0/+1
arm tentacle hits, it grabs the hapless Investigator Stealth Modifier: +0/+1
and the next round he or she is subject to the
dreadful Kiss. Weapon: Claw +1, Trident +1
Kiss of the Bloated Woman: On the round Armor: -1 vs any
immediately following an Investigator being grabbed Jules Savoyard
by an arm tentacle, the Bloated Woman clutches him
or her to one of her maws. This drains 1d6 points of Health 7, Firearms 2, Piloting 4
Stability Rating per round. When Stability Rating Hit Threshold: 3
drops to 0, the Investigators skull bursts open and
the brains are slurped up by the Bloated Woman. Alertness Modifier: +0
This naturally results in the death of the Investigator. Stealth Modifier: +0
Summoning: Once per round the Bloated Woman Weapon: .45 Automatic Pistol +1, Fists -2
can summon a shantak (TOC p. 149), hunting horror
(TOC p. 138), or Servitor of the Outer Gods (TOC p. Deep One Hybrids
147). Health 5, Athletics 6/8, Scuffling 2, Weapons 3
Hit Threshold: 3
Alertness Modifier: +0
Stealth Modifier: +0
Weapon: Cult Sickle -1, Fists -2
All products and trademarks mentioned here are the properties of their respective owners. Trail of Cthulhu
is 2008 Pelgrane Press Ltd. Call of Cthulhu is 1981, Chaosium, Inc. The Complete Masks of
Nyarlathotep, Fourth Edition is Chaosium, 2010. The Complete Masks of Nyarlathotep is written by Larry
Ditillio and Lynn Willis, along with Geoff Gillian, Kevin A. Ross, Thomas W. Phinney, Micheal
MacDonald, Sandy Petersen, and Penelope Love, along with what appears to be a cast of thousands.
This conversion is written by Stevens Dustin (Introduction, Chapters 1-4) and Catherine Ramen (Chapters 5-
6).

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