Age Of Cthulhu 7 - Timeless Sands Of India.pdf

April 26, 2017 | Author: luisperezchele | Category: N/A
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The Timeless Sands of India Volume VII A 1920's

®

Adventure By

Jon Hook Editing: Matthew Pook Cover Art: Eddie Sharam

Table of Contents Introduction ……………………………………………...2 Keeper's Information ……… . . . . . . . . . . . . . . . . . . . . . . 3 Investigation Summary. . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Player Beginning ………….. . . . . . . . . . . . . . . . . . . . . . . 5 Scene 1 – The Bancora …….. . . . . . . . . . . . . . . . . . . . . . 6 Scene 2 – White Town & Ali Khan Imports …… ………14 Scene 3 – Black Town… Black Market…….. . . . . . . . . . 19 Scene 4 – Train to Jodhpur . . . . . . . . . . . . . . . . . . . . . . . . 21 Scene 5 – Into the Thar Desert…………………………. 24 Scene 6 – Assault on the Library……………………….. 27 Conclusion………………… . . . . . . . . . . . . . . . . . . . . . . 30 Appendix I: New Skills & New Technology… . . . . . . . . 31 Appendix II: Pregenerated Investigators………….. . . . . 32 Appendix III: Player Handouts…………………………. 38 Appendix IV: Maps………... . . . . . . . . . . . . . . . . . . . . . . 43

Interior Art: Bradley K. McDevitt Cartography: Tom Martin Art Direction: Bradley K. McDevitt Graphic Designers: Bradley K. McDevitt and Jessica A. McDevitt

Proofreading: Chad Bowser Playtesters: K. Michael Doelling, Kyle Douglas, Jacob

Grayson, Brian Hare, Charlotte Heald, Jimi Hendricks, Tori Hendricks, Steven Knight, Jason Pottratz, Tony Strutynski, Damon Wilson, & Kelly Wilson Special Thanks: Justin Hook, Yunus Wesley, Michael J. Daumen, author of Mysteries of the Raj, and Matthew Pook for his insight and guidance; this adventure wouldn't have been possible without any of you. Dedicated to my son, Cole, the brightest beacon in my life.

The names, descriptions, and depictions applied to this supplement are derived from works copyrighted by and include trademarks owned by Chaosium Inc., and may not be used or reused without its permission. Call of Cthulhu game (Edition 5.6.1) by Sandy Petersen & Lynn Willis, et al. All other material is copyright © 2012 Goodman Games, Inc. and cannot be used without permission. Age of Cthulhu is a trademark of Goodman Games.

www.goodman-games.com

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in her dorm so that the cultists would be forced to choose DGLIIHUHQWVDFUL¿FLDOYLUJLQWKDWHYHQLQJSXVKLQJDFRSRQ to the next dark alley in pursuit of a burglar so that a ghoul ZHQWXQIHGWKDWQLJKWMXVWWRQDPHDIHZ

Introduction The Yithian scholar retrieved a chunk of crystal from a niche in the wall and carried it to a viewing pedestal. Lit from within, the crystal glowed as it emitted a holographic record of a future historical event. It reviewed one of the possible futures documented within, a future where this planet (the Yithian’s adopted home) has been reduced to a smoking cinder by Azathoth’s herald with a thousand faces. Ceasing the images, it turned its mind inward to contemplate what it would take to dam the River of Time, to cease its current ÀRZWRZDUG$UPDJHGGRQ7KHVROXWLRQFDPHLPPHGLDWHO\ to mind, “one pebble at a time.”

The Yithian stood motionless in the garden of stone for nearly three hundred daily rotations of the slowly cooling SODQHW,WMRXUQH\HG\HWDJDLQWRGURSDQRWKHUSHEEOHRQWR the dam, this time to have a ship’s captain steer his vessel away from a deep one’s notice, when suddenly a swarthy man, a ship’s mate, approached the captain. “We are tracking you,” he said, as he plunged a dagger into the captain’s KHDUWVHYHULQJWKHFRQQHFWLRQWRWKHFDSWDLQ7KHQLWMRXUneyed to a dilettante overseeing the breaking of ground for a QHZPDQVLRQMXVWRXWVLGHRI$UNKDPMXVWDVLWZDVDERXWWR direct the crew to relocate the foundation for the new home so as to not disturb a relic left buried by the Fungi from Yuggoth, another swarthy man approached and said, “We are following you.” Just as before, the man stabbed the avatar and severed the connection again. The Yithian could feel the dam it had spent so much energy constructing starting WRHURGHDZD\6RPHKRZWKHDJHQWVRI$UPDJHGGRQKDG¿Jured out how to thwart its strategy, and they were closing in. ,WMRXUQH\HGDJDLQWKLVWLPHWRDGRFWRUWUHDWLQJWKHFULPLnally insane. Just as it was about to administer a lethal dose

The Yithian scholar exited the library and entered the garden of stone, a place for study and meditation. It then EHJDQDVHULHVRIYR\DJHVLQWRWKHIDUÀXQJIXWXUHZKHUHLQLW swapped minds with one of the tool-using bipeds in control of the planet during that epoch. It kept each instance within an avatar to a minimum, so as to limit the disruption in that ELSHG¶VLQVLJQL¿FDQWH[LVWHQFHDQGDFKLHYHWKHREMHFWLYHDV quickly as possible. It carefully selected each nexus in time to manipulate through the avatars; turning an archeologist’s head so that the discovery of a tomb would be postponed for another hundred years; having a student continue studying

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DREAM VIGNETTES As the investigators try to sleep, they are assaulted by the nightmares of the Yithian’s signal transmitted to their dreams. Most of the signal is chaotic light and sound, but each investigator can remember one brief vignette or scene when they wake up. Per the Keeper’s discretion, on mornings after a near-sleepless night, the Keeper can roll on the table below to determine which vignette the investigator remembers. Regardless of rolling on the Dream Vignette table, the investigator must roll their Sleep Deprivation Sanity Check for the day each morning. Roll 1D10:

1. You remember a man dressed in all-black desert garb. He has evil eyes, a large mole over his left eye, and holds a wicked dagger in his hand.

2. You remember a kind-faced Indian boy, a teenager, with bright eyes and a wide grin. 3. You remember a strange bronze sculpture, topped with a ruby-colored crystal or gem. 4.
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