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Arctic Dreams
A One-Round Call of Cthulhu d20 Adventure
by Robert Hobart
CALL OF CTHULHU is a registered trademark of Chaosium, Inc. RPGA is a registered trademark
of Wizards of the Coast, Inc. The Call of Cthulhu d20 Roleplaying Game is a product of Wizards of
the Coast. ALL RIGHTS RESERVED. Scenario detail copyright 1997 by Robert Hobart. This
scenario is intended for tournament use only and may not be reproduced without approval of the
RPGA Network.
This is a RPGA Network adventure game. A four-hour
time block has been allocated for playing the game (or
this round of the game), but the actual playing time will
be about three hours.
Some of the text in this scenario is written so that
you may present it as written to the players, while other
text is for your eyes only. Text for the players will be in
bold italics . It is strongly recommended that you
paraphrase the player text, instead of reading it aloud, as
some of the text is general and must be adapted to the
specific situation or to actions of the player characters.
It is a good idea to ask each player to put a name tag
in front of him or her. The tag should have the player's
name at the bottom, and the character's name, race, and
gender at the top. This makes it easier for the players to
keep track of who is playing which character.
This is a one-round tournament scenario for Call of
Cthulhu. The setting is the Soviet Union in January
1932. The forced-labor teams constructing the White
Sea-Baltic Canal have discovered some strange
archeological ruins. An international team of politically
suitable experts (the investigators) has arrived to
examine the ruins. Unknown to anyone, what they have
actually stumbled across is a threat to the sanity of the
entire world.
[paragraph for pre-gen games only] Pass out the
player characters based on class, gender, and/or race.
Instruct the players either to prepare their characters now,
or wait until you read the introduction, depending on the
requirements of the scenario as described below. When
they have prepared their characters, you may continue
with the game.
Scoring the game for RPGA points : The RPGA
has three ways to score this game. Consult your
convention coordinator to determine which method to
use:
INTRODUCTION:
1.
No-vote scoring : The players write their names and
numbers on the scoring packet grid, you fill in the
top of the grid. That is all. No one is rated. This
method is used for people who are just playing for
fun.
The time is January 1932. A few weeks ago, the Soviet
Ministry of Science made a startling announcement.
“Workers and citizens” of the Soviet Union had made a
dramatic discovery while working on a canal designed
to link the White and Baltic Seas. Buried beneath the
frozen soil of the northern taiga they had discovered the
ruins of a city, a city so ancient that its existence must
call into question all theories regarding the origination
of human civilization.
2.
Partial scoring : The players rate the game master
and the scenario on their player voting sheet, and
provide personal information, but don’t vote for
other players. The game master rates the scenario
and completes personal and event information, but
does not rate the players as a team or vote for
players. This method is used when there is no
competition, but the convention coordinator wants
information as to how the game masters are
performing, or the game master wants feedback on
his or her own performance.
The world archeological community has so far
reacted with some skepticism to these claims, so the
Soviet government has assembled a team of experts and
journalists, drawn equally from their own country and
the West, to examine the find and pronounce on its
authenticity. You are that team, and after several
harried weeks of travel you now find yourselves
together aboard a Soviet train on the way to the
supposed archeological site.
3.
Voting : Players and game masters complete the
entire packet, including voting for best player. If this
method is used, be sure to allow about 15-20
minutes for the players to briefly describe their
characters to the other players, and about 5-10
minutes for voting. This method is used when the
players want to know who played the best amongst
them, or when the adventure is run in tournament
format with winners and prizes. Multi-round
adventures usually required advancing a smaller
number of players than played the first round, so
voting is required for multi-round adventures.
KEEPER’S INFO
The ruins are the long-buried remnants of Kanothia, a
rogue colony of Hyperborea which worshipped an evil
dreamlands entity, Axlo-Rogai. This is a creature of
pure nightmare, a congeries of madness and delirium
which dwells in the hideous Vale of Pnath beneath the
Dreamlands. The people of Kanothia were gradually
driven mad by their worship of such an entity, and
finally tried to open a direct gate to the Dreamlands so
that Axlo-Rogai could come through to Earth. A few
citizens realized the danger and managed, at the last
minute, to seal the gateway within the temple. The
colony soon died out, its inhabitants drifting away into
When using Voting, rank the players in order of
your voting choice while they are completing their
forms, so that you are not influenced by their comments
on your abilities.
The players are free to use the game rules to learn about
equipment and weapons their characters are carrying.
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the wilderness, and their structures crumbled into
ruin…until now.
This scenario uses several skills, concepts, and
spells from the Complete Dreamlands rules. These are
summarized on the Keeper’s Handout for the benefit of
those who do not own the Dreamlands supplement.
(Note that Axlo-Rogai’s Dreamlands spells are found in
the Cthulhu rulebook itself.)
He is polite and civilized, but will brook no other
course.
Golkov is of course an officer of the OGPU, and
makes no attempt to conceal this fact. As such people
go he is actually rather pleasant and personable, and
was in fact shipped into the camp a few days ago for
just that reason. His task is to supervise the
investigators and shepherd them around the
construction site. He is unaware of Vladimir’s true
identity, although as an experienced officer he knows
one of the Soviet investigators is probably an OGPU
plant. He will carefully control the investigators’ access
to their surroundings and, in particular, will not allow
them to photograph anything outside of the
archeological site itself.
Golkov hustles the investigators through the
encampment, allowing them only a brief passing view
of the crude wooden buildings which serve as barracks
for this portion of the canal’s vast prisoner workforce.
With a successful Spot check DC 1-, the investigators
catch a few glimpses of the prisoners marching off to
work: long lines of men in dark, ragged clothing,
trudging into the darkness with shoulders hunched and
heads bowed, escorted by armed troops. If asked,
Golkov describes them as “enemies of the people,
redeeming themselves through labor,” and confirms
that the canal (and the archeological discovery) lie in
that direction. He will not permit the investigators to go
there now, instead insisting that they settle into their
quarters and then speak with the local commandant,
Commissar Ogarsky.
The administration building soon looms ahead, a
large and rather crude wooden structure, its yellow-lit
windows staring blankly at the approaching strangers.
The investigators are escorted to their quarters (three
rooms, each with two beds – the Soviets did not expect
a woman, so the investigators will have a chance to
role-play their sleeping arrangements). After about
half-an-hour, Golkov returns to escort them to breakfast
and the Commissar.
HISTORICAL BACKGROUND
The ruins of Kanothia have been discovered by workers
on the White Sea-Baltic canal project. This was a
massive engineering project undertaken in 1931-33,
using the forced labor of hundreds of thousands of men
– most of them ordinary people who had been
condemned for one or another “political” offense.
Conditions at the Canal sites were appalling, especially
during winter (which is when the scenario takes place),
and approximately 250,000 men died during the
twenty-month construction period.
Foreigners inside the Soviet Union at this time
were closely watched and supervised by the OGPU
(predecessors of the KGB). In the scenario, one of the
Soviet investigators is actually an OGPU agent
assigned to watch the foreigners and prevent them from
having unneeded or politically risky contact with the
locals. The guards and officers at the construction site
will also act to restrict the investigators’ freedom of
movement and in particular to prevent open
communication with the prisoners. The Keeper should
try to create an atmosphere of hostility and paranoia
from the moment the tournament begins…which will
make it all the more surreal when Axlo-Rogai begins to
influence the waking world.
Arrival
The investigators’ train pulls into the construction site
at six a.m., and black night still prevails outside the
poorly heated railway car. The pallid yellow-white of
lamps and searchlights reveals the vague outlines of
some kind of large encampment, and the investigators
can see soldiers and guard dogs patrolling along the rail
line. As they disembark, they are surrounded by the
bitter cold and savage wind of a northern Russian
winter. Amid the occasional eddies of loose snow a
squad of troops comes forward to escort them, led by a
thin, rather handsome young man – Lt Alexei Golkov,
who introduces himself as “deputy Commissar,
People’s Corrective Work Camp #36.” Golkov invites
them to accompany him to the administration building.
Commissar Ogarsky
Stepan Alexandrovich Ogarsky is a Colonel in the
OGPU and the commander of the camp which is
building this portion of the canal. A pudgy, balding
man in his late thirties, and a chain-smoker, Ogarsky is
uncomfortable with the outside scrutiny his discovery
has brought down on his head, and now wishes he had
kept the discovery secret and destroyed the ruins. He is
not a terribly educated or intelligent man, and tends to
come across as crude, cold-hearted, and imperceptive.
Due to the sinister mental influence of Axlo-Rogai,
Commissar Ogarsky has become somewhat unstable.
His hands shake slightly at all times, and he sometimes
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pauses in conversation as though listening to
something. He will sometimes do odd little actions such
as putting out a cigarette with his fingertips or staring
intently at a spot on his desk. A Knowledge
(Psychology) or Sense Motive check DC 15 suggests
he has a fragile and fearful psyche.
Ogarsky will provide the investigators the bare
minimum of co-operation, counting on the charming Lt
Golkov to handle any public relations issues.
Golkov explains (on Ogarsky’s behalf) that the
discovery was made about a month ago, when a group
of excavators unearthed the corner of a strange stone
structure. The building was partially sealed in ancient
ice, ice so pure and virgin that edible fish were still
preserved within. (If asked how they know the fish to
be edible, Ogarsky shrugs and remarks in a bored tone
that the excavators immediately tore open the ice and
devoured the fish. This rather shocking remark,
delivered without any apparent concern, costs all
investigators except Vladimir 0/1d2 Sanity.) Eventually
the workers reported the find to their superiors.
Investigation of the site has been limited to excavating
a small portion of the structure, enough to locate a
doorway partially blocked with ice. Since then Ogarsky
has left the area undisturbed, at the orders of the Soviet
Ministry of Science.
that they were part of the excavation team that
discovered the ruins. They speak mostly in
monosyllables, and limit their descriptions of the ruins
to words like “big,” “dark,” and “foreign.” If asked
about the perfectly preserved fish, Viktor says nothing,
and Ivan merely grunts in the affirmative. If any
investigator inquires as to why the workers would
devour ancient frozen fish, Viktor straightens a bit and
stares directly at the questioner. “Why do you think!?”
he demands. At this point Golkov steps in and declares
the interview over, while the guard hustles the prisoners
out. Golkov will try to smooth over the scene by
pointing out that the prisoners are wreckers and cannot
be expected to put a favorable face on the work of the
Soviet Union.
Visiting the site, exploring.
The site is a shallow pit in the already deep excavation
of the canal. Prisoners can be seen in the distance,
laboring on other portions of the canal; in the
immediate vicinity of the discovery site, however, the
only laborers are the dozen who have accompanied the
team.
Within the pit, the excavators have uncovered a
large flow of solid ice, entombed within the permafrost
for millennia. Gouges and hollows mark where the
prisoners ripped frozen ichtyoids from the ice; other
fish can be dimly seen farther in. A Knowledge
(Natural History) check DC 15 can estimate, from the
types of fish, that the age of the ice is over 700,000
years.
The corner of the stone structure sticks out from
the ice. It is built of close-fitted stone, obviously well
constructed. An arched doorway can just be seen,
sticking up from the ice. The door itself appears to be
metal of some type, dark gray and covered in strange
hieroglyphics, and somehow left undamaged by its long
imprisonment beneath the ground. A Knowledge
(Archeology) check DC 10 confirms that the
hieroglyphs and construction style are completely
unknown.
Interview with the prisoners who found
the site.
If the investigators ask to speak with the excavators
who made the original find, Ogarsky appears
uncomfortable and mutters something about
“schedules” and “security.” Golkov will try to charm
the investigators out of the idea by remarking on the
amount of time it will take to track down the workers,
commenting on how they must be anxious to view the
actual site, and so forth. If the investigators are
adamant, Golkov finally hustles them into a nearby
office, where they wait for more than an hour. Finally,
two witnesses are brought into the room, guarded by an
armed soldier. Golkov accompanies to chaperone the
prisoners and make sure they say nothing improper.
The two prisoners are identified as Viktor
Cherensky and Ivan Gorudich; they are described as
“wreckers” serving ten-year sentences for sabotage.
The two prisoners (known in Russian camp slang as
“zeks”) are thin, pale, and ill-nourished, Viktor
obviously suffering from a severe cold, Ivan with eyes
sunken and darkened by lack of sleep. Both are dressed
in dark ragged garments which are clearly too thin for
winter conditions, and both wear thin mittens with
several holes.
Neither prisoner will volunteer any information,
but if questioned by the investigators they will confirm
Golkov defers to the investigators as to how they wish
to proceed. The prisoners have picks and can clear the
ice from the doorway in about twelve hours. If the
investigators wish to move faster, or to excavate more
of the structure itself, Golkov offers to send for
explosives and engineers, although he warns that all the
engineers in the camp are convicted “wreckers” and
cannot be trusted to do safe or competent work. For the
investigators’ own protection, guards will have to be
present. In fact, guards will always be present, no
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matter what the investigators do or say; purely for their
own protection, of course.
Despite Golkov’s warnings, the prisoner-engineers
prove to be quite competent, and a quick explosion
clears the entrance safely. The investigators are now
free to explore further.
small stone pedestals on the corners. There are more
hieroglyphs on the walls and ceiling, and the
investigators can deduce from these that this chamber
housed
junior
temple
personnel,
acolytes
or
apprentices.
The Collapsed Chamber
This far end of this room (which faces north, if the
investigators check a compass or make an Intuit
Direction check DC 10) is partially crushed and
collapsed, evidently by the aeons-long pressures of
glaciers in past millennia. Judging from what little
survives amidst fallen stone and mounds of ice, this
was once a large worship or temple chamber. The wall
through which the investigators emerge is covered in
hieroglyphs which surround a large bas-relief mural.
Although the colors of the mural have faded, the
carvings themselves still give a vivid image of a large,
prosperous city in a temperate river valley. The people
inhabiting this city appear human, but close
examination (or a Spot or Search check DC 15) shows
certain odd features: long straight noses and elongated
earlobes. A Knowledge (Anthropology) check DC 5
can certify that no human ethnic/racial group today
displays such features. A Cthulhu Mythos check DC 15
identifies the types as Hyperborean, which is
surprising; Hyperboreans were supposed to be limited
to Greenland.
The hieroglyphs appear to be hymns and religious
chants, and identify the city as “Kanothia.” There are
also references to a guardian deity or spirit of some sort
named “Axlo-Rogai,” which is credited with the city’s
prosperity and happiness. The deity cannot be
identified from any historical religion, nor will a
Cthulhu Mythos roll assist; however, a Knowledge
(Dream Lore) check DC 10 will bring a sense of great
uneasiness at the name, and a vague sense of
recognition.
Translating the Hyperborean
Hieroglyphs
In order to make a successful translation of the
Hyperborean writings, investigators must succeed at
either a Cthulhu Mythos check DC 20, or both a
Knowledge (Archaeology) and a Read Egyptian
Hieroglyphs check DC 20. A Cthulhu Mythos roll also
suggests that the language may be either Hyperborean
or related to that tongue. Even with a success, however,
the investigators can build only a vague, uncertain
guess at what the hieroglyphs are saying – an accurate
literal translation would require months of work, and
the investigators will not be granted that time.
The Interior Entrance Chamber
Beyond the doorway is a large rectangular stone
chamber, exited by three archways. The floor, walls,
and ceiling are all built of smooth, close-fitted stone.
An Archeology roll can determine these ruins are older
than anything known today, even in Sumeria, and their
construction is of a higher quality than anything seen
prior to the 15 th century. A Knowledge (Geology)
check DC 10 estimates the structure as being,
impossibly, hundreds of thousands of years old – far,
far older than the earliest known human civilization, as
a Knowledge (History) check DC 5 will confirm.
The walls are covered in Hyperborean
hieroglyphics. These show a certain vague resemblance
to Egyptian hieroglyphs, but are much more complex
and include many abstract symbols which are more like
writing than pictographs. If the investigators can
manage a partial translation, as explained above, they
can guess that this was apparently the antechamber of a
religious shrine or temple of some sort.
The Priest’s Chamber
This chamber is sealed behind a bronze door, carved in
elaborate hieroglyphs and symbols. A translation
identifies this as the chamber of an important person, a
leader of some sort. There are marks of vandalism on
the outside of the door, as though someone tried to
break in. The door can be broken open by making a
Strength check DC 15, or with explosives; the latter
option, however, will destroy the evidence within the
chamber.
The air beyond is stale and musty, and it is evident
that this chamber has been somewhat better preserved
than the rest of the complex due to the sealed door. It is
evidently the personal chamber of a single individual,
complete with a bed, a low chair, and a table. An
Living Quarters
It is evident from the ancient, age-moldered furnishings
that this was once a living/sleeping chamber. There are
several pallets and chairs, all of a strange design not
resembling anything in conventional archeological
records (Knowledge (Archeology) check DC 10. The
furnishings had evidently already undergone some
decay before they were preserved by their isolation
under the ice, and threaten to collapse in moldering
wreckage at the slightest touch. A pair of corroded
brass lanterns, each containing a frozen candle, rest on
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