CoC Alone Against the Wendigo.pdf
(
9297 KB
)
Pobierz
CALL
or .
CTHLJLHU
Alone Against
EWENDIG
Solitaire Adventure in Canada's Wilds
H.P. LovecrQ[t
/890-/937
writtell by
Glenn Rahman
iIIus/raled by
Dan
&
David Day
'Nade/mantlS'
by
M. M. Roessner-llerman
speciililhallks for debugging (0
Jeff Okamoto
sill/ollelle, lust page, by
Tom Sullivan
This
book Is twthoriud by Arkham
flouu
A I. ONI:' A GtllNST TilE WEND/GO;s copyright
J
985
by G/tlll!
Rilhmoll;
all rights , eurved.
158,\ 0·933615·:5-7.
ALO.VI:: AGAIVST THE WEND/GO is intended for use .....ilh the roltplQYlllf Itlmt CAU.
OFCTHUUIU~copyrighted
by lmd IIII! rtglstered
trademark ofChaoS/um
JIIC.
To
fill/)'
enjoy this book.
reoden
/Iud
[,m/lJii/Tit)' with Ihe niles for CA
Lt
OF
CTHULIIU.
Reproductio,j of the imogts or materials within this book [or purposes
Qf
personal or rorporaU profit hy photographic. electronic. or other
mfthods ofdrlplicQtioll or rtlriel'al, {s strictly prohibited
J:l:apt in this pl/bliclllio" a"d associtJltd adj,tniSlllg, 1111 originlll lIn.\'OTk fOT A I.ON/;.' A (;AINST Tift: WENDIGO TI'IIIlIillS Ihl' proPI'''y of thr
vtiSl, all rights aTt' TeU'n't'd All mllterilll origllllllly submitted by Iht aurhor ff'malnt ulldtr
his UIXI"Ut cop)'r"hl: /IIQurll1{ addrd by ChaOSlu/II IIII', rrmllillS rhr proptrty ofChllOsium
Im~_
To d"ect ql/tst/ons or
oommrlll$
oonctming lilis book, or for 1I fret catalog of Qlaosiun!
gllmes and slIpp{tmenlS, ...rilt
10
Chaosimn Inc"
C
CALLOf .
THlJLHU
Box 6302·FOF, Albtl"y CA 94706·0302,
Prinltd in Iht Vnited SIllIes of AmrriCll
Introduction
Alone Againsl The Wendigo
is a
Coli ofClhulhll
adventure
designed to be played by a single person. In
it ,
you the
player assume the identity of L.C. Nadelmann, Ph.D .. an
anthropologist tenured at Miskatonic V" who goes to sur·
vey an unknown region in Canada's Northwest Territory .
As
Or.
Nadeimann, you have the help of Charlie Fox-
tail, a local Indian guide, and of Bernard , Sylvia, and
Norman, your best graduate students from Miskatonic U.
Fittingly for devotees of HP. Lovecraft. the adven-
tures along the North Hanninah 3re guaranteed to be hi-
zaare,dangerou5,and
mind~attering.
Your victory, should
you survive, is determined by the number of Hanninah
Mythos points which you can accumulate and return with
to civilization.
Should your fITsl Nadelmann succumb, then you may
begin play again. There are many different outcomes, and
many different adventures. Each time you begin anew,
you may re-aUocate
Dr .
Nadelmann's skill points. Your
knowledge of the hazards ahead therefore improves, of
course, but mere knowledge and skills are sometimes little
help against the forces of darkness. You'll need courage,
100,
to go alone againsl the wendigo.
Two modified investigator sheets, with mark-offs for
Hanninah Mythos points, fold out from this book,
as
does
the page display for the player companions. If you are
lilceJy to send out waves of Nadelmanns. then photocopy
the original investigator sheets to keep your work surface
fresh (and the relative success of the Nadelmanns visible
for comparison).
A skills worksheet appears near this paragraph. Some
Calf of Cthulhu
skills are unused in this adventure. Of the
390 points which you may allol, at least 40 points must
go to Anthropology . The rest can
be
distributed as you
wish among the skills in the workspace, except that you
may take no initial Cthulhu Mythos . The skills listed are
lhe only ones useful in this adventure. No
skill
points may
be saved for later allocation -
all must be spent now.
SKILLS WORKSPACE
Sa"
~rcetlriltls
Ch_
Allotrttd
Skill
Fin.! Skill "
•
AnthrOPOlogv
00%
•
Boatin!iJ
0
'0%
"'"
•
Climb
Clhulhu Mylho$
00.
•
Debele
'0%
•
32%
Oodgo
•
FirS! Aid
30%
•
00%
GeolOVV
•
Hide
'0%
•
Linen
25"
'0'
•
Make MapS
•
PiCk Pockel
05%
00.
•
Plvchoanalysis
0..
•
PIVchology
HOW TO PLAY
Dr . Nadelmann
As you desire,
Dr.
Nadelmann either may be male (Law.
renee Christian) or female (Laura Christine). The charac-
teristics vary slightly between the sexes.
Regardless of sex,you are the youngest PhD. to be ten -
ured at Miskatonic University, in Arkham , Massachusetts .
You are
:I
rising SUr in the new field of cultural anthropo-
logy , and even your EUropean counterparts are impressed
by your cascade of learned articles. Your classes are always
full, your students idolize you. your field trips are always
successful, and your theories are exciting. Previous expedi·
tions have been just sensational enough to draw the favor·
able attention ot.the
pre~
to the university in general, and
to the department of anthropology in particular. Large
private endowments for your specialty are rumored in
preparation . Your department head and collegiate admin-
istrators often invite you to dinner.
Decide whether you are male or female . Your personal
characteristics are given on the co rrect investigator sheet.
•
Souk
10%
•
Swim
25%
•
Track
'0%
•
Woodcraft
0
'0%
WIIaponJ
00
•
HUnlin!iJ Rille
'0'
25'
•
Fighling Knife
•
Club
25.
•
20%
Hatenel
•
50%
Pundl
•
HlNld BUll
'0%
•
25%
Grapple
25.
•
Kick
390 10lal
o non .rule$book ,kin,
BOATING: charactars u. Boetill9lor rafls. eenQfl.
rO~t$.
and
IITI8I1 motorboetl - not for ..iling craft.
If
a ctaft il eontrolllKl by
more than one per$On. ala'arge c:enoe might be. each character in
the boat must receive a lutee"ful Boating roll during a crilis. In
thil .dventure, all of your party travels in one cr.ft.
WOODCAAFT: •
skill
unique to this .dventure. It represents the
ability to travel In hNvy forests without becoming
10lil, 10
make
fires, Ind to find food, Wlter ,and shelter .
•• weapons
do
dlmege II given in
Cell
of erhu/hu.
A rifle
mev
be
used II a dub, at thl chlrlcter', Club ,kill percentage. A real club
een
be
carried by any character who does not have a rifle. The
dub must
be
dropped
If
the character figh" with eny other weap-
on .
An unarmed ch.rlleter In any round of combat may snatch
up
I
piece
01
wood
8$
a clUb
11
he receives a lucceuful Luck roU .
As
Nadelmann , you may always attempt First Aid on
yourse lf. Player companions may use First Aid only if
they are not themselves in need of it. If a character at-
tempts First Aid and fails, another character may attempt
to help the same injured party .
Player companions may help
Dr .
Nadelmann in melee
combat. Allot hits on your side as evenly as possible,
though Dr . Nadelmann (stalwart to the end) may elect to
take more. If possible, a player com panion's hit points
must not be reduced to fewer than two . If such a redu c-
tion becomes necessary , and if the paragraph does not give
the option of a player-companion's death , he is assumed
to have fainted at the level of two hit points and survives
if Nadelmann survives the fight.
Player
Companions
In many paragraphs of this adventure, one or more com·
panions accompany Dr. Nadelmann, as follows:
Bernard Epstein (New York City), grad student
Norman Falkner (Afkham), grad student
Sylvia Davison (Boston), grad student
Charlie Foxtail
(Ft.
McDonald), Indian guide
Preparing
For
Play
Prior to starting play, you may want to refresh yourself
with certain sections of the second edition rules for
Call
ofCrhulhu.
Simple Percentile Rolls ,p. 14
Resistance Table Rolls, p. 14
Taking Damage , p. 16
Shock,p.16
Drowning, p. 16
Combat Skills , p. 17
Fighting, p. 17
The
Impal~,
p. 17
Using Melee Weapons, pp. 17·19
Firearms, pp. 19 -20
Using SAN , p. 26
Shock and Temporary Loss, pp. 26-27
Indefinite Insanity , p. 28
The Value of Insanity , p. 28
Defeating Monsters, pp. 28·30
Stati.tic
"mont
Sylvl.
ChITIN
13
17
11
'0
11
11
SS
'4
SS%
00%
"0
00_
"'0
40%
SO%
00%
"'%
70%
'0%
OS_
00%
OS.
8S%
SO.
"'.
NOITTI.n
,.
12
STA
11
'0
,4
12
CON
12
51Z
13
'0
,.
,.
11
13
12
'NT
POW
15
13
OEX
12
14
70
75
70
SAN
11
Hit Poinll
14
14
Luck Aoll
70%
70%
7S~
,
..
Anthropology
40%
'S%
30~
40%
BoIItlng
30%
30%
Cthulhu Mythos
000
00%
OO~
4S%
Climb
600
SOO
26%
00d00
'4%
FIrs! Aid
300
3..
3S%
...
Healing Time
Certain paragraphs represent significant amounts of passed
time - time in which characters can heal. At such points ,
the entry number is followed by a prefacing sentence
"Healing Time: add 1 hit pOint each to yourself and to any
companions if you need healing." When you reach such an
entry. each living character whose hit point total is less
than individual maximum has I hit point added to his
curren t total before the other action of that entry occurs.
G&ology
200
,
..
"0
'S%
4S0
40%
Hide
3S%
300
SO%
Listen
3S%
Make Maps
'0_
'00
Pick Pocket
OS%
0 ..
00_
Plychoanalysil
000
00%
,
..
Plychology
OS%
05%
'S'
30%
SO%
40%
SoNk
Swim
40%
3S%
40'
TllIck
'00
'0%
,
..
20_
Woodcraft
8S%
'00
'0%
Swimming and Drowning
Often a set number of successful Swim rolls are ne cessary
for a character to rea ch wety. If a Swim roU is failed ,
start CON roUs in a descending series (CON x 10 , CON x
9, CON x 8, etc.). Once a CON roll is failed , immediately
take drowning damage that round and each round there·
after until the character reaches safety or drowns.
Once drowning damage starU, no further CON rolls are
made, but con tinue the Swim rolls. When drowning dam-
age exceeds hit points, the character dies.
,
..
,
..
70_
Hunting Aifle
,S.
SOO
30_
(206+3 damage)
Fi;hting Knlfl
30_
3S%
8..
1104+21
Club 11 DB)
25%
SO%
")%
7S%
30%
SO%
Hatchat 1106+1)
20%
20%
20%
Punch 11 03)
SS%
60%
SO%
,S%
He&d Butt (104)
'0%
'0'
KIck (106)
30_
,S'
3"
Unless otherwise stated and only if the companion is pre-
sent and not asleep, you may substitute a player compan-
ion's
skill
for a particular roll required of Dr . Nadelmann.
For
~xample,
if the group is walking along, and a [jsten
skill
roll is called for, that
skill
roll may be attempted by
Nadelmann, or by anyone of Nadelmann's companions
(player's
choic~).
The roll can be attempted only once,
not once per character.
Physical Shock
If
Dr. Nadelmann suffers from shock due to injury
(p.
16,
Call of Cthullru
second edition), she is assumed to have
fainted and to be left alone for dead, unless otherwise
stated. When this happens , go to entry 191 .
SAN. And , unlike any other skill, Hanninah Mythos may
exceed
100 -
Menwl Shock
Mental mock is also known as temporary insanity (p. 26,
Qzli 0/ Cfhllihu
second edition). If this occurs, you are
assumed
10
have run orr in a mindless frenzy , and then to
have fallen down exhausted.
When Mental Shock (temporary insanity) slrikes, go to
entry 39. Mental shock can pay unexpected dividends, for
the victim can gain irrational insight into the
Cthulhu Mythos. For the first onset of mch shock, add
5 percentiles to your Cthulhu Mythos skill, and 10 points
to your Hanninah Mythos skill total. For each subsequent
onset, add I percentile to Cthulhu Mythos, and two per-
centiles to Hanninah Mythos.
there is no necessary upper limit to Hanni -
nah Mythos.
You want to return to civilization bearing as much
infonnation as possible to the incredulous world . If any·
thing happens to damage your credibility (criminal acts,
insanity , academic incompetence), your
liM
total will be
reduced.
Wh ile you are
in
Ft . McDonald or other civilized
points, your
liM
total does not increase as you go from
entry to ent ry, but it will if you return to the perils of the
North Hanninah.
Should you die, your total accumulated
HM
is divided
by 5 (round fractions up to the nearest percentile). The
remainder represents the possibility that a future investi-
gator finds your journal and uses it effectively.
Indefinite Inunity
At all
COSIS
try to avoid Ind efinite In sanity.
It
is unlikely
Dr .
Nade lmann ca n go mad in the wilderness and still sur·
vive to receive the necessary professional help . If this dis·
aster occurs , always go to entry ....364.
lEVELS OF VICTORY
HMstTHEEND
30
or less liM
31·60 HM
61·90 HM
91· 120 HM
121+ HM
Meaning
failure
limited success
modest success
substantial success
stunning success
Permanent Inunity
It is
all too possible for Dr . Nadelmann's SAN to drop to
zero. If it does. being mad and lost in the Big Woods
promises only death or worse. This supercedes lndeflllite
Insanity . When Pemlanent Insanity strikes, go to 550.
Optionallnve,tigator,
If you prefer, you can use an investigator of your own
rather than Dr. Nadelmann, keeping a HM running tally
on sc ral ch paper. nus adventure can be a true test of his
or her mellie, and any investigator daring the hazards
should be allowed to reap any benefits of the experience.
Previ ously-held Cthulhu MYlhos points are not turned
into
liM
points; new Cthulhu Mythos gained during the
cour~
of the adventure does add
liM
points. When the
investigator leaves this adventure, he retains hi s Hanninah
Mythos , though outside this adventure its only real use is
to signal that your investigator has been alone against the
Wendigo. He ca n enter 10 percentiles of Woodcraft , and
relain that skill if later keepers allow.
If your in vestiga tor packs potent magic spell s, strive to
preserve Ihe sp irit of the ga lli e both in their castings and
in their effects.
THE OBJECT OF THE GAME
In
Alone Against The Wendigo ,
you strive to gain as much
infonnation as possible about the secrets of the North
Hanninah . Two types of knowledge are possible - Cthul·
hu Mythos points and Hannlnah Mythos
(HM)
points.
For each entry which you leave with Nade lmann still
alive. mark down the number of Hanninah Mythos POUliS
indicated at the end of the entry - I HM , 3 HM , II HM .
etc. Entries which take place in the outer world , beyond
the North Hanninah , bestow no HM . Most entries grant
I HM . Some entries may grant both Cthulhu Mythos and
Hanninah Mythos points; do not co nfuse them . Remem-
be r
10
lower SAN when gaining Ct hulhu Mythos.
Unlike Ct hulhu Mythos know le dge, knowing the Han·
ninah My th os does not directly affeci any character's
Format
Simiitlr blockl
tift!
found to the outsidt
~
Etlch
~n"y
b«n
tI
cons«Ufi~~ num~'.
from I 10 654.
)fti1lint time' is tI/Wllyl nOIM
til
Ih~
front of Ihe UXI .
\
56
ofmolt entry pagel. Tht
num~"
show
l:!I
which Nquenu ofone hundrM concfudu
Healing
rune~
Idd I lut POl/lt each to
younetf Ind to any comparuon if you need /'
Entry uxt mtly be
he.li",
Your
~rty
pKk5 Ind falls in
~hl/ld
you. The
one or trIII"y
peaks of the Rim Mountains loom Ul the direction of
ptlrtZgrtlplll.
tI
PIll~
/·99
is 0, 100-199
il
I, 200-299
is
2,
rind
so on.
your
objecth~.
You
.dYllnce under the
Sllril18
eyes of
frosl<ll"ied hoodoos , under Ihe lemples, bullreues, and
'Go
to' tells
th~ num~r
0/
Ih~ n~'"
tntry to
M.Yridr
you
steeplel of the weathered pe.ks. The slrange m.IIjesty of
thell dtapes
ploduc:es
le~renlJ..1
awe
in
your companiOlUYshoUId
p~ud. Som~IImts
you
rift!
dueCfM.
IOm~tim~s
}-OU
If thelle .ncltnl mount'lIIlare I temple to forgolten gods.
may (hoo$(', sometimes)'Ou mUll rof! to IUcullfully u,..
tI
you
can
onty hope that they do nol Judge your Irespul
IS
pa"icultlr
!kill.
tlnd somtlfmeJ }-OU mUll rolf for
tI
rondom
• bllsphemy.
r~lUlt.
Prtadlll& tlnd followint dtZshts tllWtJYI identify
SUcceN In I USlen and 10 to
-84-:
fail andgo 10 - 85 -.
'Go
fO' numMrs.
(ISS,I64.409.604)
IltM _____
ImmedlDtely rldd
th~
strlted rlmount ofpoin/J to your totlll on
/
TrtlU numMrs hrdictltt the numbers ofen lrief
the fnl'elligator mut. A ft''''
~ntritl
lront no points. A few entries
from which you could
hrl~'e
r:omt! in order to
K'rlnt Cthufhu Mythos "oinll
tiS
M.-~II
-
be
II lre to rldd thtm on tht
leI 10
this
~ntry. Th~re
mrly
be
one or mtl"y.
in~eltigrltor
shut, tlnd 10 sub lrrlel
~qfjtll
SAN
polntl. Hrlnnintlh
To trrlCt tI
roll/e.
p~/leil
out
/rrlU nfjmb~" rlS
you pltly.
Mythol poinlJ do nOI
tlff~cl
SllI/ily.
Plik z chomika:
R5700
Inne pliki z tego folderu:
CoC Horror on the Orient Express Book 3.pdf
(14096 KB)
CoC Horror on the Orient Express Book 2.pdf
(14996 KB)
CoC Horror on the Orient Express Book 1.pdf
(5679 KB)
CoC Horror on the Orient Express - Strangers on the Train.pdf
(4746 KB)
CoC Horror on the Orient Express - Sticker.jpg
(96 KB)
Inne foldery tego chomika:
D20
Pathfinder 3.75
Warhammer 40k {różne edycje}
Zgłoś jeśli
naruszono regulamin