Sundown: Cthulhu Adventure in 1880
Sundown: Cthulhu Adventure in 1880
Keepers Information
Now the brothers pick up the scent of Barton Duvall, The purpose of this scene is to set the tone for the
the prospector who is slowly transforming into a adventure and to explore a little local colour.
Hybrid of Tindalos, and set out to wage the next Investigators should be asked to describe their
chapter in the great, eternal, struggle between characters, and how they are responding to the angry
Tindalos and Yog-Sothoth. mob.
Barton flees the cavern in a blind panic and rides into It has been fifteen years since the Civil War which tore
Tombstone. As the transformation begins to take the nation apart. Brother fought brother in a bitter
hold, strange angles begin to protrude beneath his conflict that divided households and saw atrocities
skin. Barton seeks out a doctor, but finds little help. committed against civilians.
SUNDOWN Overview After the war, there were a lot of men who had seen
Scene Summary Timing and done terrible things, and not a lot of work. So
The Posse Forms Setup and Mid-Morning
when gold was found out west, then silver, people
(p.3) Investigator
Descriptions flooded out to the frontier and the wide open sky.
Unole Dayai - The Meeting the Noon
Coming Storm Pinkertons Today, Tombstone is in uproar. A little girl – Alina
(p.4) Hundle, the eight year old daughter of the town
The Trading Post Supplies and Early Afternoon blacksmith – has been found torn into pieces. The
(p.6) Information
murderer, Barton Duvall, a prospector who
(optional)
High Plains Information Late Afternoon occasionally visits the town, has fled.
Massacre (p.7) about the nature
of the enemy. The town has been whipped into a frenzy. People
Making Camp Investigator Sundown throng the main street. Shopkeepers peer from their
(p.8) Downtime grimy store windows, ladies of the evening lean from
Wolves in the Action Midnight
verandas shaded by flimsy parasols while children
Night (p.9)
Daybreak (p.10) A tense offer First Light rush around excitedly.
Kunh – Camp Information and Early Morning
(p.10) Aid (optional) The throng has converged on the jailhouse, where
The Caverns Confronting Late Morning what little remained of Alina Hundle’s body was
(p.11) Barton Duvall brought earlier. The Doctor has just finished his
The Final; A battle between Noon
examination and the Preacher is grim faced, clutching
Showdown (p.14) two monsters
his bible, knuckles white. Everywhere there are angry,
upset, faces.
3
Equipment has been provided for the pre-generated Then the wind hits. Hats fly off. Horses whinny in
characters at the conclusion of the scenario, and there fright. Call for Ride rolls. Those who succeed can
will be a subsequent opportunity for the Investigators calm their horses. Failure requires a successful Agility
to buy supplies – but you may wish to allow the in order to dismount rapidly. Failures on both Ride
players to add some items they believe are essential and the Agility roll are thrown from the saddle (1D6
to the list – although perhaps emphasise the frantic damage, negated by a successful Jump roll).
haste with which the posse forms.
The picture on the poster of Steve Clanton is the If nobody looked at the board outside, and you’re
spitting image of Preacher Allan Dewey! He is wanted using the pre-generated characters, Rick recognises
dead or alive for murder, rustling and thievery. A the Preacher – but can’t remember where from. He’s
second Spot Hidden reveals a more recent poster not a church-going man, but he’s sure that he’s seen
bearing the pictures of Hal and Charlotte Dalcher, who the preacher before – Rick never forgets a face.
are wanted for larceny, trickery and general
dishonesty. A small reward is listed for their capture.
The Coach Deputy Fox may also suggest that the bodies be
buried, and if you are using the pre-generated
The Coach has suffered a massive impact to the side, Preacher character, he will be invited to say a few
which caused it to flip over, crippling the horses, and words as they are laid to rest. Deputy Fox is entirely
throwing the men to the ground. It seems that the convinced by the Pinkerton subterfuge and will blame
coach was travelling at speed, when it was impacted the attack on the local Apache, reminding the group
by something heavy from the side (the son of Yog- that Trader Rick told them a war-party had been seen
Sothoth). Examining the surrounding terrain reveals in this area.
no natural features likely to have caused such
damage.
Nothing appears to have been taken from the coach. Making Camp
The bulk of the cargo was mail, but there may also be
a small quantity of money (silver dollars in a sack) The purpose of this scene is to allow the investigators
which is untouched. An Idea roll suggests that, a little downtime, and to give them an opportunity to
judging by the upward angle of the arrows that now reveal their back-stories and interact. In both
jut from the side of the overturned coach, they look to playtests, it was during this scene that Jerry the Kid
confronted Preacher Allan Dewey about his
have been fired from horseback after the coach had
flipped, rather than during a pursuit (the Pinkertons resemblance to Steve Clanton. In both cases, this
have a small supply of arrows they use to incriminate encounter led to the Preacher being shackled until the
native Americans for the work of their monstrous final scene, where he was offered a chance for
brother). redemption.
Anyone making a Track roll also notices some strange, The investigators travel on until sundown. The sky is a
wave-like, imprints around the coach, horses and brilliant, blazing, orange - the spectacular by-product
dead men, as though a number of snakes had passed of the large quantity of dust still in the air. The Posse
by (these are the tracks of the hideous son of Yog- are now closing in on their quarry. A successful Track
roll reveals that Barton is not far ahead, and his horse
Sothoth).
is tiring. Deputy Fox (who will make this observation
The Surrounding Area if the investigators do not think to check) is now
confident that the posse will catch up to Barton the
Anyone examining the surrounding area, and passing next day and suggests that the group make camp, in
a Track Roll, notices the deep indentations of a heavy order to be well rested for the encounter.
coach or wagon that passed nearby (The Pinkerton
wagon with the iron sphere). Each character now has the opportunity to narrate
what they do as the posse makes camp. As it gets
A half-chance Spot Hidden reveals a distant rider. The dark, Deputy Fox starts a campfire, and begins to cook
investigators are being watched by an Apache warrior some beans.
who promptly gallops away if spotted. This
foreshadows the later encounter with the Apache Anyone wishing to test their skill with a firearm in the
who are disturbed by the presence of the monsters on dying light may wish to target the whitetail jackrabbits
the Plains, although it may also seem to reinforce the which can be located with successful Spot hidden
idea that the Apache were responsible. rolls. Skinned and cooked by a proficient trail-hand
these are good eating.
While the scene is disturbing, and possibly unsettling,
the purpose of the group – bringing Barton Duvall to Deputy Fox will suggest that the group mount a watch
justice – should remain undiminished. If necessary for the night, but leave the details to the
Deputy Fox will say as much, and remind the group
8
The pre-generated characters have a major imbedded conflict – Those who are on watch must pass a CON x5 in order
Allan Dewey, the Preacher, was formerly known as Steve to not fall asleep, after a hard day in the saddle. The
Clanton, the criminal, who is responsible for the death of Jerry’s Keeper should select an appropriate moment to have
father and the unravelling of Wade’s life as a lawman.
the wolves attack.
If you don’t enjoy this kind of conflict in your games then it is
The first warning comes from the horses. They
suggested that you omit the board of wanted posters at the
trading post, and Trader Rick’s recollection of Dewey’s features.
whinny nervously, smelling the wolves in the night air.
This should be sufficient to ensure these background elements Their panic grows as the pack approaches, which
do not emerge unless the players choose to reveal them. allows sleeping characters to be afforded a Listen roll
in order to wake up. A successful Ride roll from
If you are okay with investigator conflict, it is important to play anyone awake may keep them calm enough not to
out this conflict fairly. An ideal outcome is that Allan Dewey
bolt, but as soon as the wolves attack the horses will
surrenders and is kept as a prisoner until the final scene (this is
blindly flee into the night, most likely tearing free of
consistent with both Allan and Wade’s written motivations)
with the view that he will eventually face justice in Tombstone.
any tether in their panic.
However, as all of the characters are armed, things may not Seconds after the horses begin to panic, the sleek grey
turn out that well. One suggestion, if violence seems imminent, shapes of wolves can be made out in the dim glow of
is to bring forward the wolf attack, and (at least temporarily) the camp fire. In this strange light it seems their eyes
unite the characters against a common enemy. are almost an unnatural black in colour. They move
swiftly to attack the posse.
If Allan Dewey manages to flee into the night, he may be
captured by the Apache and reunited with the others during Anyone who is awake, may make a Spot Hidden in
the encounter the next day. order to see the wolves in time to snap off a quick
Using the hit locations, it is unlikely that an investigator will die shot before they attack.
outright in a shootout- however if Allan, or another character is
There should be at least one wolf for every
killed, you may want to allow the unlucky player to play Deputy
Fox for the rest of the scenario.
investigator, and several others who attack Deputy
Fox, or lurk at the edge of the campsite. The statistics
for the wolves can be found at the conclusion of this
Wolves in the Night scenario. Once more than half of the wolves have
been killed, they will shake off the magical compulsion
The purpose of this scene is to add a little action to
and flee across the plains.
proceedings, and continue to underline the disturbing
and powerful nature of their foes. The wolves are Deputy Fox should be mortally wounded in the attack,
intended to be manageable foes, which the having his throat torn out by a wolf, he can only
investigators can dispatch with relative ease – manage a plaintive bloody gurgle before collapsing
however the wolves may also cause serious injury, and and dying. However, if you wish to allocate Deputy
using the hit-locations, this may make for an Fox to a player whose character has been killed, he
interesting narrative element. This encounter also should be spared.
should serve to unify the group to an extent, and
compel them to seek the help of the Apache. If the investigators are in danger of being
overwhelmed by the wolves, the Keeper may choose
Elroy and Llewellyn Jackson now realise that the to have the Apache war party intervene to save them.
investigators are travelling in the same direction as
their quarry. Rather than confront a band of armed The statistics for the wolves can be found at the
conclusion of the adventure.
9
They tell me that it’s a part of some bad things that Kunh – Camp (optional)
have been happening out here on the plains. Your This encounter is intended to bolster the investigators
enemies are their enemies, they say - so they’d be resolve, furnish them with information about the
obliged, if you’d be willing to come back to their camp nature of their enemy, and provide them with a
and speak with the Medicine Man? Up to you o’
weapon which might tip the struggle in their favour.
course.”
Following the Apache the investigators arrive at the
camp site. There are two dozen temporary huts and
10
Dah-Keya then gives the investigators a plain looking This is the penultimate encounter of the scenario. At
knife with a bone handle. This is an enchanted blade last the investigators come face to face with Barton
which deals 1D6 magical damage if the wielder Duvall, but can they really bring themselves to execute
successfully hits the target. The Hybrid cannot a man mired in the misery of a horrific
regenerate this damage. transformation?
Dah-Keya cannot offer much more information. The Three hours ride from the Apache camp, the
Apache have not approached Barton, and will not do investigators find what remains of Barton’s horse. It
so. They will also not travel near the ‘sacred place’ has been dismembered messily, and there are large
where Barton and the other prospectors made camp. chunks missing, as though a mountain lion, or similar,
The Apache will, however, guide the investigators to had been feeding on it.
the edge of this area if they wish it, or give them
directions to reach the area. If the Apache have been guiding the investigators,
they now depart, as they have now reached the edge
Dah-Keya knows little about ‘The Darkness’ besides of the sacred place. Barton must now be only a short
what he has said. His scouts have told him that it distance away. Clem will wish the investigators well,
travels in a black hut, on a wagon driven by two white and then ride after the warriors.
11
The second option is that the investigators might find What strikes the investigators first, however, is the
their way into the cavern quite by accident. The overwhelming stench. The entire cavern is rife with a
ground suddenly gives way swallowing horse and Charnel Odour, a smell so overpowering that the
rider. Have the investigators make a Luck roll. The Investigators must make a CON x5 roll or be sick
character who fails by the greatest amount finds immediately. Even passing the test causes the
themselves plummeting into the darkness. investigators to gag and instinctively cover their
noses. This stench is a by-product of both the Hound
The Kartchner Caverns and Hybrid of Tindalos (more details can be found on
p.93 of the Malleus Monstorum).
The caverns in Sundown are loosely based on the
Kartchner Caverns, which are roughly 38 miles from Spread around the centre of the main cavern are the
Tombstone. The Kartchner Caverns were first remains of two bodies (the prospectors Lewis and
discovered in 1974, although only revealed to the public Hubert) although at first the exact number of victims
in 1988. Now an Arizona State Park the caverns are will be difficult to deduce as no single piece of the
“host to a wide variety of unique minerals and remains is larger than 8 inches in diameter. The
formations. Water percolates from the surface and remains cover a wide area, and arterial spatter, and
calcite formations continue to grow, including congealed blood are visible on the surrounding
stalactites dripping down like icicles and giant stalagmites. Amidst the remains are the twisted
stalagmites reaching up from the ground.” remains of several firearms, and spent shells.
A successful Ride roll allows the falling investigator to Investigators whose companion fell through the void
free themselves from the saddle before they hit the in the roof, may wish to lower ropes to descend into
ground, and entitles them to a Jump roll to reduce the the cavern. Use of a rope doubles the Climb check
damage from the fall (1D6 damage to either left or necessary to arrive safely into the depths. Failure
right leg). Failure to escape the saddle results in the leads to a sudden fall – as described previously.
investigator taking 2D6 damage with no Jump roll
permitted to reduce the damage. This may be done Investigating the Cavern
to a random body location (roll on the melee table), as
After overcoming their initial awe at the natural
it represents the horse rolling over the rider as it hits
grandeur of the cavern, the investigators may wish to
the ground.
explore further. It is immediately apparent that there
Whichever way they arrive, the investigators soon is a tunnel which leads deeper into the cavern
discover the huge main cavern. This is a colossal complex. In addition the Investigators may discover
underground space, easily larger than a football field. the following:
The interior is a kaleidoscope of colour with multi
hued stalactites creating disturbing shadows, while
the uneven rocky ground is littered with matching
12
If the investigators attack Duvall after he has pled for “We’re obliged to you for flushing this varmint out, we
his life, or if he is stabbed with the enchanted blade, couldn’t find him hiding here in this place. Now you’d
he will attack them without mercy – stepping better just leave ‘cos we’ve a mind to settle the
between the angles of the cave to emerge beside any business between us. If you stay, then our brother
would be attacker and dismembering them with his might just take a liking to you too.”
wicked claws. If he kills or cripples an investigator, he
will pause to consume them, licking his lips with The Son of Yog-Sothoth doesn’t wait for a response, it
hunger and using his tongue attack. The stats for rushes forward, invisible, and attacks Barton Duvall.
Duvall can be found at the end of this scenario. Barton lets out an anguished scream and begs the
investigators for help. Then the two monsters are
If the investigators promise Duvall fair treatment, or locked together, in brutal combat.
agree to get him medical help, he will reluctantly
agree to accompany them back to Tombstone. He will Llewellyn and Elroy watch on, shouting support and
even consent to being shackled, although this is cussing the Hybrid of Tindalos. If the investigators
unlikely to actually prove a great restraint. look like they might interfere the brothers do not
hesitate to turn their guns on them.
Meanwhile...
The investigators must decide whether they will
As the investigators within the caverns encounter the intervene, and if so, whose side they will take. It is
creature that was Barton Duvall, outside the entirely possible that they will simply take this
Pinkertons arrive. Having finally determined the opportunity to leave, and abandon Duvall to his fate.
location of their quarry, they are eager to end the
taint of Tindalos and unleash the Son of Yog-Sothoth They may also elect to help Duvall and attack the
into the caverns. brothers. In this case, they are up against stiff
opposition. The enchanted dagger will deal 1D6
Investigators remaining outside see the telltale signs damage to the Son of Yog-Sothoth for each successful
of an approaching dust storm. They must rapidly strike, but the Son will defend itself with all its might.
choose whether they will flee, hide, or confront the
Pinkertons. If they choose the latter option, they will If the investigators decided to fight Duvall when they
have to act quickly as the Pinkertons first action is to first encountered him, then the brothers interrupt
free the Son of Yog-Sothoth from its iron prison. their conflict, sending the Son of Yog-Sothoth into the
Although the Son is invisible, enough of its hideous melee. Barton howls his defiance and fights to the
rope-like tentacles can be made out as the dust storm bitter end, turning his attention to the Son of Yog-
swirls around it to cause a 1/1D8 SAN loss. Sothoth. Of course, when Barton is dead, the
brothers don’t plan on leaving any witnesses behind...
The Son will feed on anything that gets in its way,
while the Pinkertons laugh and hoot. The stats for Conclusion
the Son of Yog-Sothoth can be found at the end of this The scenario could conclude in any number of ways.
scenario. The most satisfactory way, and the way that was used
The Final Showdown in both playtests, was for the investigators to retrieve
the dynamite, detonate it, and seal both the monsters
This is the final act of the scenario. Two monsters and the Pinkertons inside the cavern - entombing
battle and the investigators must decide just how deep them together. This provides a nice cinematic
their commitment to justice runs. conclusion to the scenario - although obviously if
14
Scenario Seeds
16
killed and captured. In Globe, Arizona a sheriff gunned down four of the 4 6 4 70%
gang in cold blood. Few of those you rode with ever got to spend the money
they stole. After the botched robbery of the stagecoach between Florence
Know
and Globe, the gang broke up; you were wounded and fled across the
Abdomen
border, seeking refuge at a Mexican monastery. 5
50%
The monks took you in, tended your wounds and you spent several years in
peaceful tranquillity before you got word that the Mexican Federales were
on your trail, so you travelled back across the border to Tombstone and
Agility
reinvented yourself as Allan Dewy. To your surprise the town accepted you
without question, buying your story about being a travelling preacher from
Leg Leg
70%
5 5
out east, in search of a flock.
For the last decade you have lived a quiet life, dipping into your stash of
SAN
stolen money from time to time to fund repairs to the church, or help
individual parishioners. You have come to think that the good deeds you 66
have done might, in some way, balance out the evil of your youth. Townsfolk of Note
The Hundle family have been a part of your flock for years. You watched Wade Hutchison – Drifter
little Alina grow, and even taught her in Sunday School. You were shocked Does odd jobs around town. He always sets you on edge,
although you don’t know why
to hear that she had been killed and sickened when you were asked to
perform last rites. Her body had been torn into pieces, pulverised and Jerry Willis – A Kid
Works at the general store and attends your Sunday School
eviscerated in places. An act of unspeakable evil. You swore to her
classes. His father died years back.
distraught parents that her killer would face justice. Barton Duvall has never
set foot in your church – you heard he was a prospector, just one of Bruce Coulon – Old Timer
Keeps to himself. Has the bearing of a military man.
thousands who pass through Tombstone all the time.
Hal and Charlotte Dalcher – Married Couple
A married couple recently arrived. Hal sells tonics and his wife
Other Useful Skills is the school mistress. Hal is a little too smooth.
18
STR DEX INT CON APP POW SIZ EDU
16 14 11 12 13 14 14 10
Silas Raksa (Order #48962810)
You are Wade Hutchison a drifter who travels from town to town in HIT POINTS Idea
STR
search DEXthe last decade you’ve worked as a cattle hand,
of work. Over
store-man and done all manner of odd jobs to get by. But you never 50%
Head
16
stay long. You work14 hard, but prefer to move on before folks get
5
used to the sight of your face.
Luck
Ten years ago you were a lawman – a sheriff in Globe, Arizona. You
Arm Chest Arm
worked hard to prevent violence, and make sure that potential
trouble makers were moved on. It was your life. A band of outlaws,
4 6 4 65%
known as the Clanton Gang had been murdering teamsters and
holding up stage coaches along the Mexican border. After they Know
murdered a local man, you tracked some of them and found several Abdomen
5
camped not far from town. You killed one who drew on you, and 50%
took the rest back to town, locked them up and went home.
However, your deputy got drunk and killed them all in cold blood.
Agility
In the public outcry that followed the Deputy was hanged for murder
and you lost your job and the respect of the people of Globe. Your Leg Leg
60%
wife left you, and you decided it was time to move on. Since then 5 5
you’ve not been able to hold down a job. The story of the murder
spread and people associated you with the murders. So, you try and SAN
avoid staying anyplace for too long taking odd jobs where you can,
and keeping to yourself. 62
You saw Alina Hundle around the town from time to time with her Townsfolk of Note
parents – she seemed like a happy, carefree, girl. Her murder has left Allan Dewey – Preacher
you burning to extract vengeance on her killer. You feel like you He always sets you on edge, although you don’t know why
haven’t done for years, like you have a purpose that’s right and just. Jerry Willis – A Kid
You never spoke with Barton Duvall but you vaguely remember him, Works at the general store and often shoots off his mouth.
and a couple of other men, buying mining supplies from the store a Bruce Coulon – Old Timer
month ago and talking about a claim they had staked. Keeps to himself. Has the bearing of a military man.
19
STR DEX INT CON APP POW SIZ EDU
17 12 10 14 14 13 14 10
Silas Raksa (Order #48962810)
You are Jerry Willis, a kid – well hardly a kid anymore you’re HIT POINTS Idea
STR
almost DEX
seventeen! You’ve lived all your life in Tombstone, helping
your Ma raise your brothers and sisters. You work in the General Head 45%
17 12
Store and do other odd jobs around town to help put food on the 4
table, but what you really crave is adventure.
Luck
Ever since you were little you’ve wanted to be a gunslinger. You Arm Chest Arm
spent hours practising your quick-draw and imagining life in the 3 5 3 60%
saddle – confronting outlaws and saving the innocent. You just
can’t wait until you leave home – but you ma has been hard on Know
you, and forbade you from pursuing your dreams to help her raise Abdomen
You knew Alina Hundle well and are shocked that she’s dead. SAN
People were talking about how badly her body had been torn up,
it made you sick. She plays all the time with your sisters, and you 60
are shocked to think how easily they could have wound up like she Townsfolk of Note
did. Even though your Ma forbade you to go, you took your Allan Dewey – Preacher
You attend his Sunday School services from time to time. He’s
daddy’s gun and joined the posse. always going on about peace and forgiveness like some kind of
coward!
20
STR DEX INT CON APP POW SIZ EDU
10 15 9 11 11 12 12 8
Silas Raksa (Order #48962810)
You are Bruce Coulon, an old man – well perhaps not quite as old as you HIT POINTS Idea
makeSTR
out – but oldDEX
enough that the passing years wear heavily on you.
You are retired, and live a frugal life on a small piece of land, tending a
10 and attending
15 Head 75%
few cattle the endless chores and repairs necessary to
4
keep things around your house orderly.
Most of your life you were a soldier. You first served in the Indian Wars Luck
as a young officer, then, sixteen years ago you were made a colonel in Arm Chest Arm
the Confederate Army during the Civil War. You won a series of victories 3 5 3 80%
against the Union, but paid a high price for victory. Every death under
your command was a burden, and when the war ended in defeat for the
Know
South, you resolved to leave the army and live a simple life, away from
Abdomen
blood and death. 4
75%
You’ve lived in Tombstone these last fifteen years, minding your own
business and tending your land. One of the men who served under your
command, Marc Willis, also settled in Tombstone with his wife and Agility
started a family. You would often sit with him, and talk of the old days.
He was killed ten years ago by the Clanton Gang while riding shotgun on Leg Leg
70%
the stage coach between Florence and Globe. 4 4
You’ve looked out for his family over the years, particularly his eldest son SAN
Jerry who reminds you so much of his father. Marc’s widow didn’t want
you around after her husband was buried, as she knew of your military
80
background and wanted her children to know a better life. So you kept
your distance and just helped out with a little money from time to time Townsfolk of Note
when times were tough. Allan Dewey – Preacher
Seems to be well liked by the people of Tombstone.
You never really knew Alina Hundle, but are sad to hear that a young girl
was murdered – although not really surprised. You’ve seen plenty of evil Wade Hutchison – Drifter
Does odd jobs around town.
in your time. You would have stayed out of it – you don’t really like
posse justice, but you saw that Jerry had joined the posse, and decided Jerry Willis – A Kid
The son of your old friend. Works at the general store.
you’d best ride along and make sure the boy doesn’t get himself into
trouble. Hal and Charlotte Dalcher – Married Couple
A married couple recently arrived. Hal sells tonics and his wife
is the school mistress.
Listen 65% 21
STR DEX INT CON APP POW SIZ EDU
13 14 15 11 14 16 12 15
Silas Raksa (Order #48962810)
You are Hal Dalcher, a gambler and travelling salesman. You travel HIT POINTS Idea
fromSTR
town to townDEXwith your wife Charlotte, spending a few months
in each place before moving on. You sell a variety of tonics and 70%
Head
13 which are guaranteed
potions 14 to ease pains and cure ailments. 4
In reality you are a confidence man and thief. Charlotte is actually
Luck
your sister, and you pose as man and wife to infiltrate small towns
Arm Chest Arm
and farming communities, as a respectable married couple – you
selling your tonics and she acting as schoolmistress for the children.
3 5 3 55%
At night you gamble at the saloon or hotel, being careful not to win
too much, and she visits the homes of prominent citizens. In this Know
manner you construct a picture of the wealthiest people in the town, Abdomen
4
then, once you know their routines and secrets, you rob them blind. 60%
Sometimes you blackmail leading merchants or businessmen,
Charlotte seducing them, then threatening to reveal the affair in Agility
order to extort as much as possible. Sometimes you take them for all
their worth in a high stakes poker game with Charlotte helping you to Leg Leg
60%
profile likely victims. In either event, you don’t stay in one place for 4 4
very long. It’s a life of high risk, and you’ve almost been strung up
several times, but somehow you always manage to talk your way out SAN
of it, using your natural charm and Charlottes’ s tears to melt even
the hardest heats, while taking them for as much as you can. 55
You don’t know Alina Hundle, nor do you particularly care that she’s Townsfolk of Note
dead. However, taking part in the posse is likely to endear you to the Allan Dewey – Preacher
townsfolk, and you never know what you might learn that you can You suspect this man of God has lived a full life before joining
the clergy.
later turn to your advantage. You never heard of Barton Duvall
before today, but apparently he’s one of the thousands of Wade Hutchison – Drifter
Does odd jobs around town.
prospectors that pass through Tombstone all the time.
Jerry Willis – A Kid
Works at the general store.
22
STR DEX INT CON APP POW SIZ EDU
9 12 14 14 17 11 10 12
Silas Raksa (Order #48962810)
You are Charlotte Dalcher, a schoolteacher. You travel from town to HIT POINTS Idea
townSTR DEX Hal, spending a few months in each place
with your husband
before moving on - teaching the children of cattle hands and farmers.
9 12 to have a school mistress, so you often find your Head 75%
Most places are eager
3
services in high demand.
In reality you are a confidence woman and thief. Hal is actually your Luck
brother, and you pose as man and wife to infiltrate small towns and Arm Chest Arm
23
STR DEX INT CON APP POW SIZ EDU
13 13 15 11 16 14 8 12
Silas Raksa (Order #48962810)
You are Marion Swenson, a Madame. You own and operate the Bird Cage HIT POINTS Idea
STRa saloon, gambling
theatre, DEX den and brothel in Tombstone and have been in
business these ten years past, although you recently sold your old hotel and
opened13the bigger Bird
13 Cage theatre. You maintain a clean establishment, Head 80%
and look after your girls, making sure that they are in good health, are well
4
paid, and not forced to do anything against their will. This business has
Luck
made you wealthy and wise to the secrets of the town. You are one of the
most powerful and influential business owners in Tombstone. Arm Chest Arm
3 5 3 80%
You were married young, and to your great sorrow, your husband William
was killed eighteen years ago while fighting for the Union in the Civil War.
So you took what money he left you, and moved out West. Gambling, Know
drinking and prostitution were the clear growth industries as Tombstone Abdomen
grew rich from the silver boom. You worked hard, and have been rewarded 4
70%
with a considerable personal fortune.
You saw Alina Hundle around the town from time to time with her parents – 80
she seemed like a happy, carefree, girl. Her death has shocked you, and you Townsfolk of Note
immediately knew that the man responsible must be found and put down,
Allan Dewey – Preacher
like the rabid animal he is. Barton Duvall visited your premises several times,
You suspect this man of God has lived a full life before joining
usually in the company of several other prospectors. They came down from the clergy.
their mine for supplies and some female company, talking about how they’ll
Wade Hutchison – Drifter
strike it rich one of these days. Barton was, by all accounts, an unremarkable Does odd jobs around town. Looks like he lost his reason to live
client. He wasn’t violent and the girls can’t recall him acting strangely or years back.
doing anything creepy. He paid in full and was fairly polite, for a prospector.
Bruce Coulon – Old Timer
Nevertheless, justice must be done or the damage to Tombstone’s Keeps to himself, but always has an eye on Jerry.
reputation might be irreparable.
Jerry Willis – A Kid
Works at the general store.
24
STR DEX INT CON APP POW SIZ EDU
14 11 16 13 14 16 12 14
Silas Raksa (Order #48962810)
You are Sandy Stafford, a Doctor. You operate a small practice in Tombstone HIT POINTS Idea
and STR
tend everythingDEXfrom infections to gunshot wounds. You are a well
respected member of the community and have personally delivered dozens of
children,
14and are frequently
11 called out to emergencies in and around the town. Head 85%
4
You graduated from medical college in New York, and volunteered to fight for
the Union almost immediately. The horrors of the Civil War left a deep Luck
impression on you as you amputated limbs night and day to save the men from
Arm Chest Arm
the ravages of gangrene. It left you with an abiding hatred of the Confederacy
and their belligerence which led to so much suffering and misery. 3 4 3 60%
After the war you struggled to return to polite society in the East, and instead
decided to head out West where there was a need for trained doctors. You Know
settled in Tombstone and found a community that was grateful for your skills. In Abdomen
particular Marion Swenson, a Madame who owns the Bird Cage theatre, a 4
saloon, gambling den, and brothel. She genuinely cares for the health of her
95%
employees and as the years have gone by you realise you’ve come to care about
her a great deal – perhaps even enough to propose marriage, although she is
fiercely independent so you don’t know how she’ll react.
Agility
You delivered Alina Hundle into the world. You knew her parents well, and
visited them from time to time when Alina was sick with the usual range of
Leg Leg
60%
4 4
childhood ailments. Her death has left you numb with shock. Her body had
been torn into pieces, pulverised and eviscerated in places. An act of brutality SAN
that was far worse than the terrible wounds of the battlefield for its malice and
deliberateness. You initially joined the posse to try and keep people calm, but
increasingly you feel that mob justice might be a reasonable response to such 55
inhumanity. Townsfolk of Note
Barton Duvall came to see you the day before the murder, complaining of pain in Allan Dewey – Preacher
his hand. You wish you’d paid more attention, but he was one of a dozen Seems to be well liked by the people of Tombstone.
patients you saw that day. His hand seemed fine at first, but there were some Bruce Coulon – Old Timer
strange bone protrusions beneath the skin of his hand which were unusual, Keeps to himself.
although not debilitating. When you asked Barton about why he had only now
Wade Hutchison – Drifter
sought out a doctor, as the bone protrusions must have developed over years, he Does odd jobs around town.
went quiet and you couldn’t get anything more out of him.
Jerry Willis – A Kid
Works at the general store.
25
STR DEX INT CON APP POW SIZ EDU
12 12 17 11 13 12 10 19
Silas Raksa (Order #48962810)
Equipment – Allan Dewey Equipment – Wade Hutchison Equipment – Jerry Willis
1. Holy Bible (large) 1. Colt Pistol and holster (in 1. Old Colt Pistol and
2. Colt pistol (inside Bible) saddle bags) holster (fathers)
3. Black Robes 2. Winchester Rifle 2. Bowie Knife
4. Wide Brimmed Hat 3. Bowie Knife 3. Hat (a little too big)
5. Wad of Dollar Bills 4. Harmonica 4. Dad’s old chewing tobacco
6. Canteen 5. Shackles and key 5. Grandpa’s lucky glass
7. Matches, Tobacco and 6. Canteen eye
Papers 7. Matches, Tobacco and
Papers
Horse – Claude HP: 19 Horse – Emerald HP: 19
1. Colt Pistol and holster 1. Derringer Pistol (concealed 1. Derringer Pistol (concealed
2. Winchester Rifle in pocket) in bodice)
3. Shotgun 2. Suitcase full of Tonic 2. Fighting Knife (concealed
4. Bowie Knife bottles in thigh sheath)
3. Small amount of Opium
5. Large Grey Duster (coat) 3. Small amount of Opium
4. Text Book and Chalk
6. Eye Patch 4. Deck of Cards and Dice
5. Chalk
7. Matches, Tobacco and Pipe 5. Fine Pocket Watch 6. Make-up and mirror and
8. Hip flask of Whisky 6. Hip flask of Whisky other effects
7. Matches, Tobacco and Pipe 7. Canteen
8. Canteen
Horse – Ironside HP: 19 Horse – Maharajah HP: 19
Horse: Princess of India HP: 19
Call of Cthulhu is the Trademark of Chaosium Inc., and is used with their permission.
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