cthulhu: dread sleeper in r'lyeh · 2014-10-17 · cthulhu: dread sleeper in r'lyeh...

35
Cthulhu: Dread Sleeper in R'Lyeh Introduction Something is amiss in the town of Arkham. An aura of depression hovers over the town, as if brought in by the front of steel gray clouds that have been drenching the town in a light but steady rain for the last two weeks. Sad, unpleasant stories filled with personal tragedies seem to dominate the newspapers, and you sleep fitfully every night. Still, you were unprepared for the sense of dread you felt when the telegram came through. Your good friend, Henry Waxford, has suffered a breakdown, and his wife has summoned you, in hopes that seeing an old friend will help revive the man. You met Henry a long time ago at a tiny studio that was showing some of his work. His meticulous still lifes, with their great splashes of vibrant color showing cornucopias of food, flowers, and grain, had moved you, and you struck up a conversation with him. His manner was as vibrant and cheerful as his paintings, and his good nature made you fast friends for several years before family and other interests caused you to drift away from him. Thinking back on his pragmatic, thoughtful nature, you wonder what could have caused him to have a breakdown. As you reread the telegram, guilt wracks you, for it has been a long time since you walked through the once- beautiful French Hill district to his modest home - you should have visited earlier. Immediately, you sent back a message saying that you would be happy to help. You only hope that you can. Monsters Cultists, Maniacs, Witches, Warlocks, High Priests, Byakhee, NightGaunts, Cthonians Special Rules Cultists are endless. Unlock Vignette [A].

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Page 1: Cthulhu: Dread Sleeper in R'Lyeh · 2014-10-17 · Cthulhu: Dread Sleeper in R'Lyeh Introduction Something is amiss in the town of Arkham. An aura of depression hovers over the town,

Cthulhu: Dread Sleeper in R'LyehIntroductionSomething is amiss in the town of Arkham. An aura of depression hovers over the town, as if brought in bythe front of steel gray clouds that have been drenching the town in a light but steady rain for the last twoweeks. Sad, unpleasant stories filled with personal tragedies seem to dominate the newspapers, and you sleepfitfully every night. Still, you were unprepared for the sense of dread you felt when the telegram came through. Your good friend,Henry Waxford, has suffered a breakdown, and his wife has summoned you, in hopes that seeing an old friendwill help revive the man. You met Henry a long time ago at a tiny studio that was showing some of his work. His meticulous still lifes,with their great splashes of vibrant color showing cornucopias of food, flowers, and grain, had moved you,and you struck up a conversation with him. His manner was as vibrant and cheerful as his paintings, and hisgood nature made you fast friends for several years before family and other interests caused you to drift awayfrom him. Thinking back on his pragmatic, thoughtful nature, you wonder what could have caused him tohave a breakdown. As you reread the telegram, guilt wracks you, for it has been a long time since you walked through the once-beautiful French Hill district to his modest home - you should have visited earlier. Immediately, you sentback a message saying that you would be happy to help. You only hope that you can.

MonstersCultists, Maniacs, Witches, Warlocks, High Priests, Byakhee, NightGaunts, Cthonians

Special RulesCultists are endless. Unlock Vignette [A].

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Location IndexAdministration Building

Read paragraph 80.

Arkham AsylumRead paragraph 192.

Bank of ArkhamRead paragraph 106.

Black CaveRead paragraph 57.

Curiositie ShoppeRead paragraph 181.

Downtown StreetsRead paragraph 19.

Easttown StreetsRead paragraph 71.

French Hill StreetsRead paragraph 73.

General StoreRead paragraph 1.

GraveyardRead paragraph 5.

Hibb's RoadhouseRead paragraph 202.

Historical SocietyRead paragraph 94.

Independence SquareRead paragraph 122.

LibraryRead paragraph 110.

Ma's Boarding HouseRead paragraph 134.

Merchant District StreetsRead paragraph 30.

Miskatonic University CampusRead paragraph 107.

NewspaperRead paragraph 149.

Northside StreetsRead paragraph 158.

Police StationRead paragraph 114.

River DocksRead paragraph 180.

Rivertown StreetsRead paragraph 203.

Saint Mary's HospitalRead paragraph 169.

Science BuildingRead paragraph 42.

Silver Twilight LodgeRead paragraph 15.

South ChurchRead paragraph 132.

Southside StreetsRead paragraph 48.

The UnnameableRead paragraph 55.

The Witch HouseRead paragraph 25.

Train StationRead paragraph 142.

Unvisited IsleRead paragraph 6.

Uptown StreetsRead paragraph 198.

Velma's DinerRead paragraph 85.

WoodsRead paragraph 121.

Ye Olde Magic ShoppeRead paragraph 12.

EndgameIf you have completed your investigation, read103. Otherwise, read 154.

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Vignette Index[A1] First event goes to 170. Otherwise read

paragraph 109.

[A2] Read paragraph 140.

[B1] First event goes to 156. Otherwise, readparagraph 23.

[B2] Read paragraph 83.

[B3] Read paragraph 172.

[C1] First event goes to 199. Otherwise, readparagraph 102.

[C2] Read paragraph 50.

[D1] Read paragraph 43.

[D2] Read paragraph 141.

[E1] First event goes to 173. Otherwise, readparagraph 160.

[E2] Read paragraph 29.

[E3] Read paragraph 18.

[E4] Read paragraph 176.

[E5] Read paragraph 89.

[F1] First event goes to 32. Otherwise, readparagraph 72.

[G1] First event goes to 39. Otherwise, readparagraph 54.

[G2] First event goes to 146. Otherwise, readparagraph 24.

[G3] Read paragraph 86.

[G4] First event goes to 147. Otherwise, readparagraph 45.

[H1] Read paragraph 33.

[H2] First event goes to 143. Otherwise, readparagraph 195.

[H3] First event goes to 14. Otherwise, readparagraph 2.

[I1] First event goes to 200. Otherwise, readparagraph 51.

[I2] Read paragraph 52.

[I3] Read paragraph 164.

[I4] Read paragraph 37.

[J1] First event goes to 130. Otherwise, readparagraph 191.

[J2] First event goes to 128. Otherwise, readparagraph 101.

[J3] First event goes to 116. Otherwise, readparagraph 167.

[K1] Read paragraph 118.

[K2] Read paragraph 22.

[K3] Read paragraph 197.

[K4] Read paragraph 60.

[L1] First event goes to 28. Otherwise, if there isan unlock token here, read paragraph 13,and if not, read paragraph 152.

[L2] First event goes to 155. Otherwise, readparagraph 178.

[L3] First event goes to 204. Otherwise, go to 56.

[L4] First event goes to 96. Otherwise, readparagraph 157.

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Case Paragraphs1 If vignette [D] is unlocked, read

paragraph 124. Otherwise, nothinghappens.

2 You search the office of Carl Sanfordand discover his journal. If you would like to read it, select whichinvestigator is going to read the book,and read paragraph 70. Otherwise, eachteam member may return to Arkham orstay here.

3 The nightmarish fight is over. Theghouls' claws tattered your clothes andscraped your flesh, and you are bruisedin many places from where they hit youwith bones and rocks. But the creatureslie dead at your feet, and you stand,disgusted, in the room that was their den. Your first instinct is to leave, but younotice that a pile of rubbish in the cornerhas something that may be of use. Each investigator here may draw threecards, in any combination from thecommon item deck, the unique itemdeck, the spell deck, or, if the Curse ofthe Black Pharaoh expansion is in play,the exhibit items deck, and then discardtwo, keeping the one of their choice. Then, each player rolls a die and takesthat many dollars to represent the valueof other trinkets found. As you loot the room, you hear morehissing coming from the tunnels beyond - there are more of them! This vignette is complete. Allinvestigators here return to Arkham.

4 You talk your way in to the graveyard tosee the desecrations firsthand. Move to[L1].

5 If you have reached the "gravedesecrations" part of the timeline, read 4. Otherwise, nothing happens.

6 If [E] is unlocked, you may pay $1 torent a skiff out to the Unvisited Isle -move to [E1]. Otherwise, nothinghappens.

7 The nightmarish creature descends backinto the brackish depths from which itcames, and you frantically row to the islebefore it can resurface. All teammembers move to [E2].

8 Make a Speed-1 check. If you succeed,move to the streets. If you fail, they catch up to you andsurround you. You can attempt toexplain that you didn't kill the man'sbrother (read paragraph 113), or fight(read paragraph 120).

9 Carefully, you creep through the wetgrass towards the circle of stone, tryingto stay in the darkness of the shadowscast by the monolithic stones. Luckily,the din they are making and their intentfocus on the ritual makes them unlikelyto notice you. Make an assisted Sneak+0 check to plantthe dynamite without the cultists seeing

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you. If you succeed, read 196.Otherwise, read 137.

10 Make a Luck-2 check. For each successin the roll, add a sanity token to thislocation. If you fail, remove a sanitytoken. After adding or removing any tokens,read 27.

11 You visit the notorious "Black Cave" onthe outskirts of town, looking for thecannibalistic psychopaths that have beenterrorizing Arkham. Make a Luck-1check. If you succeed, read paragraph47. Otherwise, you find nothing, andnothing happens.

12 Nothing happens.

13 You stare down at the dark hole leadinginto the earth, wondering whether it's agood idea to go explore the tunnelbeyond. "I shore as heck ain't goin' down dere,"says the groundskeeper. "If ya want tago down dere, yer on yer own, friend." Investigators who wish to may wriggleinto the tunnel and move to [L2]. Otherwise, they may return to Arkham.

14 The third floor is shrouded in a darknessthat the modern electric lights set in thewalls cannot seem to dispel. You feel aheaviness in the air as you walk acrossthe barren room at the top of the landingto the single door on the far wall.

Emblazoned on the door is a strangesign, a five-pointed star with an eye in it,and the door frame around it is inlaidwith silver to appear like the door isablaze with a bluish fire. Faint chantingmay be heard from beyond. Suddenly, a voice behind you calls out,"What are you doing up here?" Spinning around, you see Carl Sanford,dressed in a dark blue robe with silvertrim, looking furious. Immediately, thechanting in the next room stops, andbefore you know it, you are beingassaulted by several cult memberswielding deadly black magic! Fight a High Priest, a Warlock, and aWitch. You cannot evade from thiscombat. If you do not defeat them, thisVignette has Failed; all investigators inthis Vignette return to Arkham. If you defeat them, you have struck ablow.

15 If vignette [J] is unlocked, you maymove to [J1]. Otherwise, if vignette [H] is unlockedand you have a Silver Twilight Lodgemembership, you may move to [H1]. If you don't move to either Vignette, younotice a sign saying that the SilverTwilight Lodge is looking for people ofquality to join. If you do not currentlyhave a Silver Twilight Lodgemembership, you may exchange a gatetrophy or 5 toughness tokens for oneafter paying a $3 entrance fee.

16 While flipping through the "Society"pages, you see an advertisement for afundraiser for the local firefighters. Suddenly, you remember where you sawhim! At the fundraiser dinner, he was

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recognized as a generous donor, andduring his short speech, he shared somerather interesting and humorous detailsabout the genealogy of local celebrities.

17 He shakes his head. "It is somethingterrible that you face. I do not envy youfor the challenges that lie ahead." Aftera moment of sizing you up, his hard-edged look turns soft. "Bah," he muttersto himself, as he stands up and reachesinto a cabinet behind him. "Here. It'snot much, but perhaps it will make thedifference." Draw a unique item. Read97.

18 The dark forest gives way to afrightening sight. In a clearing ringed bygnarled, twisted trees are a ring ofancient stones jutting up out of theground, their hulking forms covered inmoss. They encircle a small hillockupon which dances the frenzied nakedforms of seven insane cultists,screaming, drumming, and piping arounda huge bonfire. "Ia, Ia, Cthulhu fthagn!"they chant, beseeching the stars to grantthem some dark favor. Overseeing the ceremony is a high priestwearing a half-mask that looks like asquid or an octopus, and his presencefills you with dread. Worse, hiseducated, articulate speech, hismannerisms, and his frame are horriblyfamiliar, but you just can't place whereyou've seen him before. UnlockVignette [G]. Perhaps Waxman isn’t insane after all. Toyour horror, you see a darkness, like amist, seeping out of the ground aroundthe stones, as if an ancient evil weresmoldering under the ley lines here. Whatever these cultists are calling up, itcannot be good - you need to put an endto it. But how? If you have an Elder Sign (or equivalentitem that allows the sealing of gates), andwould like to use it, read 35.

If you have a stick of dynamite and wishto use it, read 9. If you wish to disrupt the ceremony byattacking the cultists, read 193. Otherwise, you can lurk here in thewoods and watch the ceremony unfold. Read 144.

19 Nothing happens.

20 "Ah, there is a ship available," says theHarbormaster. "But it's small, andleaving very soon. I hope you're notlooking to move much cargo." You grimly think that the only cargo onthe return trip - if there is one - may bethe bodies of you or your fellowinvestigators. Roll a die and add seven. This is thenumber of dollars it requires to charterthe ship. If you pay it, read paragraph40. If not, all investigators may eitherstay here or return to Arkham.

21 The ghouls beat you senseless withbones and their fists. As you sliptowards unconsciousness, their hyena-like laughter rings in your ears. As youare dragged back towards the den, yourealize what your ultimate fate is to be. All investigators here are devoured.

22 As you make your way through thecyclopean city, you notice a strangerippling in a large reservoir filled withbrackish water. It seems to respond to

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your footsteps that echo off of theenormous stones. Every team membermust make a Sneak-1 check. If any team member fails his or her roll,read paragraph 34. Otherwise, readparagraph 84.

23 There appears to be some commotioncoming from the building ahead. As youwalk towards the building, a man in ablack robe leaps out of the bushes at you,swinging a curved knife! Lose 1 Stamina, then fight a cultist. If you evade, return to Arkham. Otherwise, move to [B2].

24 Each investigator here may decidewhether to return to the main hall (returnto [G1]) or continue searching thestorage room for clues about Dr. Fane. To search the storage area, place atoughness token here and roll a die. Ifyou roll equal to or less than the numberof toughness tokens here, you don't findanything. Otherwise, read 93.

25 If there are any toughness tokens on thePolice Station, read paragraph 111. Otherwise, nothing happens.

26 You try to find out where the Emma isdocked from the Harbormaster. If youcan make an assisted Luck-1 check orbribe the Harbormaster $2, you find outwhich pier the Emma is docked at. Placea clue token here and move to [I2]. Otherwise, each investigator here maystay here next turn or return to Arkham.

27 If there are five or more sanity tokenshere, read 123. If there are no sanitytokens here, read 61. Otherwise, Henry still seems tootraumatized to talk about what's goingon inside his mind. Stay here until nextturn.

28 You visit the graveyard and ask thegroundskeeper to take you to the scene ofthe desecration. As he walks you outthere, he gives you the story. "See, I been havin' these desecrations formonths now, but the po-lice, well, deyalways been tellin' me it's dogs or dumbkids. I jest stopped callin' em, and triedto catch da bums meself. "But dis one wuz diff'rent. When Ifound da grave all tore up, dey was a lotof black candles, a knife, an' blood. Andthey was a book, too, writ in somestrange language I don' understand. Buttha pictures innit - it's witchcraft, I tellya, an' I burned it. Tha po-lice were madat me fer dat, but I ain't sorry. Thatblack book wuz de work of de devil. "Ah, here it is," he says, pointing downat a disturbed grave. You look down atthe desecrated grave. A few of the blackcandles lie scattered about, and indeed,there is blood. The grass over the graveappears to have been clawed upward, andjutting up out of the dirt are shatteredslats of wood from the coffin below. You look around for any clues whichmay shed light on this strange situation. Make an assisted Lore-2 check. If yousucceed, read paragraph 145. Otherwise,read paragraph 138.

29 You pull your skiff up onto the muddyshore of the island, and push off through

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the nettles and briars in the direction ofthe drumming and piping. The woodsare dense and confusing, and the faintmoonlight that filters through the tightcanopy above only serves to make theshadows more menacing. Make an assisted Lore-2 check. If yousucceed, read 126. Otherwise, read 53.

30 Nothing happens.

31 You chose your path poorly. Draw twomonsters and fight them. You mayevade during this combat. When done, each investigators mayretrace his or her steps and go back upthe stairs to [J1] or stay here andcontinue to explore the caverns.

32 The name Carl Sanford is unknown toyou, so you decide to go to the Library todo some research on the name. Perhapsyou can get a lead on the man anddiscover what he is up to. Place six clue tokens on this location torepresent the amount of research youmust do to find out information aboutMr. Sanford.

33 Your credit rating and standing in societymake it a simple matter to get amembership at the lodge. Manyprominent businessmen hobnob in thelounge, talking, laughing, and swirlingtheir drinks in hand. Despite prohibition,the bar is fully stocked, a testament tothe lodge's influence among the locallaw enforcement; indeed, there are a fewjudges in the room tonight. You had prepared yourself for the worst,

but this group of jovial fellows couldhardly be the murderous cultists thatwent after Dr. Armitage. They bemoanmundane things, and are concerned withsports and liesure more than anythingoccult in nature. Even the initiation ceremony was bland. A simple oath of secrecy, a secrethandshake, and a ritual donning ofsimple black robes made for a dullevening. However, there was one curious thing. Acarpeted stair that led up to the secondfloor had a guard standing at its base. Perhaps there are secrets upstairs? Everyinvestigator here may attempt a Sneak-2check to make their way upstairs withoutbeing noticed. Every investigator whofails is caught trying to sneak upstairsand is "handled" - lose 2 Stamina andreturn to Arkham. Any investigatorswho succeed proceed to [H2].

34 Splash! A gigantic, twisting mass ofgelatinous flesh blasts up out of thewater and attacks! Fight a shoggoth. If you defeat theShoggoth, you find a Unique Item lyingin the vault where it was lairing. After the fight, all team members moveto [K3].

35 Carefully, you creep through the wetgrass towards the circle of stone, tryingto stay in the darkness of the shadowscast by the monolithic stones. Luckily,the din they are making and their intentfocus on the ritual makes them unlikelyto notice you. Make an assisted Sneak+0 check toapply your elder sign without the cultistsseeing you. If you succeed, read 171. Otherwise, read 58.

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36 Dr. Armitage sits down heavily in achair, breathing hard, and motions you todo the same. "I suppose I owe you anexplanation." "Recent events have brought to myattention the fact that cult activity hasskyrocketed here in Arkham over the lastmonth or so. It is my belief that they arenot only willing to kill to keep theiractivities a secret, as tonight's attackproves, but also that their plan will havedire consequences for all of us shouldthey succeed. "I do not as yet know what they plan, butsuffice it to say that I have...experience... in these matters. The hintsand whispers I have heard have much incommon with the evil witch-cults of darkage Europe, the depraved rites of certaindegenerate tribes in the far northernwastes, and various Cthulhu death cultsfrom the South Pacific which were oncethought to be extinct, but recently haveshown signs of returning. "Unfortunately, my notoriety in thosecircles is such that I cannot openlyinvestigate this matter. My face isknown, and, as you have seen, I am amarked man. Tonight, I intend to get inmy motorcar and leave Arkham, for I amof no use to the world dead. I must askyou, then, to continue my investigationin my absence." He kneels down and turns over thecorpse of the cultist at your feet. Thehood flops to the ground, revealing ahandsome, chiselled face with a squarejaw and close-cropped black hair. Helooks familiar, but you can't place him. Dr. Armitage searches the body, butfinds nothing but the curved knife usedin the attack. "No identity. Hm. It lookslike this is your only lead," he says,handing you the knife. "Perhaps you candiscover something about it. I'd checkwith local antique dealers - perhaps theycan shed some light on this curiousartifact."

This Vignette is complete. Unlock [D],and all investigators in this Vignettereturn to Arkham. Return the Ally cardfor Dr. Armitage to the box, and searchthe common items deck and take the firstknife. Place an Elder Sign token on thecard to indicate that this is the knife fromthe investigation.

37 You find a door that leads down into theguts of the trawler. The interior of the ship is even morefilthy and rusted than the exterior. Thelurching shadows in doorways anddisturbing sounds coming from thecabins on each side of the claustrophobichalls are something out of a nightmare. Each investigator must make a Will+0check or lose a sanity. Make an assisted Luck-1 check. If yousucceed, read paragraph 161. Otherwise,read paragraph 119.

38 As you desperately fight the cultists,their leader continues chanting. Thereare just too many of them. With a final shout, the leader falls to hisknees, and grins madly at the doorswhich creak open slowly. All combatstops as a god emerges into your midst. It is the last thing you ever see. All investigators in R'Lyeh aredevoured. If there are any investigatorsleft in Arkham, read paragraph 154.

39 It took you a moment to place him, butthe frame, the peppered goatee, and thecommanding voice: the High Priest wasnone other than Dr. Amius Fane,chairman of the Historical Society. Youknow him from the Variety section of thepaper, fundraisers, dedications, and othercivic occasions.

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And you almost had him, too. In thescuffles amidst the darkened forests ofthe Unvisited Isle, you nearly had himonce, but he slipped away into the forest. Only a fool would accuse such apersonage of being a cultist. Hisreputation is unimpeachable, and he hasmany rich and powerful friends at hisdisposal. So you’ve decided to come hereat night and have a look around. Slipping in through an open window,you creep into the main hall of thebuilding. All team members must makea Sneak-1 check. If everyone succeeds,read paragraph 95. Otherwise, readparagraph 131.

40 You charter the ship. Unlock vignette[K], and place an unlock token on theDocks, indicating that you have a shipready to set sail. All investigators mayeither stay here or return to Arkham.

41 Looking through the financial records,you discover that Dr. Fane has chartereda ship, the Emma, which will be leavingsoon on an expedition to... the middle ofthe ocean? How odd. Unlock Vignette[I]. This Vignette is Complete, and anyinvestigator in this Vignette may returnto Arkham. Otherwise, move back intothe main hall ([G1]).

42 Nothing happens.

43 The shopkeeper eyes you suspiciouslywhen describe the knife to him. "I'd liketo see this specimen before sayinganything about it." If a team member has

the knife from the investigation andwishes to show it to him, read paragraph162. Otherwise, read paragraph 91.

44 The cultists see you! Multiply the number of investigatorshere by two and fight that many cultists. If you defeat them, move to [B3].

45 You search the office for clues to Dr.Fane's machinations. Place a toughness token here. If thereare three or fewer toughness tokens here,roll a die. On a 5 or 6, gain a clue. When done searching, you may eitherreturn to the main hall ([G1]) or remainhere to continue searching next turn.

46 You have exhausted the library'sinformation on Carl Sanford. Carl Sanford appears in the local papersa few times as a philanthropist for somelocal charities, and it is mentioned thathe is a member of the "Hermetic Order,"a fraternal society in town that meets at astately lodge in the French Hill area. Unlock Vignette [H]. Curiously, you also discover a referenceto the name Carl Sanford in a book oflocal history. Presumably, a similarly-named ancestor of Carl's was accused ofwitchcraft and burned to death in thestreets of Arkham back in 1832. Curious. Unfortunately, there are nogenealogical records to establish whetherthe two are related. This Vignette is complete. Allinvestigators return to Arkham.

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47 If there are four toughness tokens on thepolice station and vignette [L] iscomplete, read 139. If there are fourtoughness tokens on the police station,and vignette [L] is not complete, read194. Otherwise, read 129.

48 Nothing happens.

49 "What are you doing here?" asks a gruffvoice from behind you. Spinning around, you see several tough-looking fellows glaring at you. The onewho spoke, a large bald man with a scarunder his left eye, is carrying a baseballbat. "I knew you guys would be back. Thatwas my brother you killed. Now we'regoing to make you sorry. You don'tmess with the Sheldon gang." Things aren't looking so good for youright now. You can fight (readparagraph 120), run away (readparagraph 8), or try explaining to theleader that you didn't kill his brother(read paragraph 113).

50 Looking at Henry’s gaunt face andhaunted eyes, you wonder whether youcan get him to open up and tell you whathas happened to him. Any team memberwho thinks it's hopeless and wishes toleave may return to Arkham now. Otherwise, you wonder about the bestapproach to proceed with your interview. If you wish to use compassion, read 10. If you wish to use logic, read 59. If youwish to use “snap out of it, man!”intimidation, read 79.

51 You walk into the Harbormaster's office. If there are no clue tokens here, readparagraph 26. If there is one clue tokenhere, read paragraph 163. If there aretwo clue tokens here, read paragraph 165.

52 Looking about the rusty hull of theEmma trawler, a sense of dread washesover you. It looks ancient and unkempt,and the men working the ship seem to besubhuman, with their awkward limps andgrotesque gaits. You cannot bear to thinkwhat will happen should this ship makeits intended destination. Each team member must make a Sneak-1check. If anyone fails their roll, readparagraph 185. Otherwise, readparagraph 151.

53 You get lost in these nightmarish woods. Move to [E5].

54 While there are many doors off of themain hallway, there are three doorswhich seem like plausible places to findsome clues about the dark dealings ofAmius Fane. Each team member may select whichdoor to go through: Investigators who choose to go throughthe front door return to Arkham. Thosewho go through the door marked"Storage" move to [G2]. Those who gothrough the door marked "Hall ofRecords" move to [G3]. And those whogo through the door marked"Administrative Offices" move to [G4].

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55 If there are any toughness tokens on thePolice Station, read paragraph 100. Otherwise, nothing happens.

56 If there are any toughness tokens here,add one token and read paragraph 201. Otherwise, read paragraph 148.

57 If there are any toughness tokens on thepolice station, read paragraph 11. Otherwise, nothing happens.

58 The cultists see you before you can reachthe circle of stones. The alarm goes up! Time to run. Read paragraph 98.

59 Make a Lore-2 check. For each successin the roll, add a sanity token to thislocation. If you fail, remove a sanitytoken. After adding or removing any tokens,read 27.

60 As you gain the crest, a terrible sightawaits you. All around you gathers blackstorm clouds, and the sky crackles withlightning, lighting up the circle of robedcultists chanting around what appears tobe a great, circular door. Before you can do anything, there is amassive shifting from somewhere within

the huge structure you are standing on. The vibration nearly knocks you off yourfeet, and you shudder to think what sortof creature could move a mountain ofstone. Then it happens. A psychic wave ofdread washes over you, and you reelback from the crush of nausea thatthrows you to your knees. The cultists,too, swoon to the ground, and as youstruggle to regain your feet, youinstinctively know that something mind-blastingly horrifying is stirring in itsslumber beneath that stone portal. Therecan be no doubt: it is a god, dreadCthulhu, and it means to burst forth andconsume humanity. Slowly, you return to your senses, andwatch in shock as the cultists resumetheir chanting. After feeling the alienmalignance of Cthulhu, you cannotcomprehend why a human wouldwillfully try to open that apocalypticportal, but there is no possiblealternative. Every one of them must bekilled, right now, before their chantingsucceeds in ending the world as youknow it. The investigation is complete. Proceedto the Endgame.

61 Your questioning has brought forthrepressed nightmares and profoundrealizations about “the sea-thing thatdreams”, and Henry slips into catatoniaafter a desperate, screaming fit. Eachinvestigator loses a sanity from watchinga friend slide into madness. No specialability or card may reduce this loss tozero. Dr. Rowlins pulls you aside, and says,"I'm afraid there's not much I can do foryour friend. This case is beyond myexpertise. However, I have a colleaguein Boston who has experience with caseslike this. If you like, I could wire himand ask him to come examine yourfriend, but I feel I must tell you that hisservices do not come cheaply. Due toour professional relationship, I may beable to convince him to do it for free, but

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there are no guarantees." "If you decide to have him come down,wire me, and I will have him take thetrain down from Boston and meet you atthe train station." This Vignette has failed. Allinvestigators in this Vignette return toArkham.

62 You somehow manage to make it to theshore before the thing in the water canattack. All team members move to [E2].

63 They raise the alarm! Eight more cultistscome to join in the fray. Add eight cultists to the battle and fightagain. If you evade them, read paragraph115. If you defeat them, read paragraph117.

64 Remove one toughness token for eachsuccess you applied to the cultists. Thetoughness tokens represent the number ofcultists. If you applied four or more successes tothe circle of stones, read paragraph 168. Otherwise, read paragraph 179.

65 You follow the sound of the whimpering,and find a young man curled up at thedarkened end of one of the tunnels. Hiscultist robes are in tatters, and heclutches the burned-out stub of a blackcandle. As you approach, he starts whining,scrabbling back into the wall behind him,terrified. Clearly, this cultist got more than he

bargained for down here. It is all that hedeserves, you think, when you considerwhat terrors these cultists want to bringdown on the world. But then, what separates you from themis compassion for humanity. "Ssh. Don't worry," you whisper, "I'm notgoing to hurt you. Come on, let's get outof here." You lead the cultist back to the exit, andhe is practically sobbing when he seesthe fading sunlight over the graveyard. The groundskeeper throws a blanket overhim and takes him back to the office,where he gives him some hot coffee. He tells of the ritual they wereperforming to raise an old warlockknown to have great power, for thepurpose of quickening the return of GreatCthulhu. (At this, the groundskeeperslips away to call the Asylum.) "But something went wrong," hewhispers. "Our summons awakenedsomething bad from under the graves,and they came up for us! I fought mineoff with a knife, but the others...theywere not so lucky." Slowly, you pump him for informationabout the cult and its activities. He is amere initiate, unfortunately, and knowslittle, but it is enough to chill your bones. Sobbing, he shows a great remorse forwhat he has done, and expresses whatappears to be genuine remorse for whathe has been attempting to do. "I wantedpower," he chokes, "but it's all justdeath, isn't it?" When the men from the Asylum come,he goes with them without a struggle. All investigators here gain a Sanity forthe small glimmer of hope that comesfrom the realization that not all cultistsare as dedicated to the destruction ofmankind as you had feared. Return toArkham.

66 As the screaming cultists grab their

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weapons, you snap the fuse short on thedynamite, light it, and throw it towardsthe circle of stones. The investigator who made the sneakcheck makes a combat check with thedynamite. Decide how many of yoursuccesses, if any, are applied to thecultists, and how many are appliedtowards damaging the circle of stones. When you have decided how manysuccesses to apply to each, read 64.

67 The investigator who made the speedcheck rushes quickly into the room. Thatinvestigator must now make a Combat-1check to grapple the cultist and pull himoff of Dr. Armitage. No weapons maybe used in this check, out of fear ofharming Dr. Armitage. If the roll succeeds, read paragraph 36. Otherwise, the investigator takes 1Stamina damage from a swift knifethrust. Read 82.

68 You manage to convince them that youaren't a cultist, and they lower theirweapons, and start to seem downrightfriendly. "Normally, we don't botherwith this sort of stuff," says the man,"but they got in our business, and it ain'tright what they did." If you have an expansion that uses it,gain a Sheldon Gang Membership card. You may also now treat the Woods asthe General Store, even if the TerrorTrack has closed it. The Sheldon Gangwill "procure" items that you need foryou...for an appropriate price, of course. You may use this functionality now, ormove to the streets.

69 You meet your chartered ship on thedocks; it is ready to set sail. If you wishto board, place your investigator's tokenon the [K] vignette's status box. At the end of any Arkham Investigationsphase, you may set sail for thedestination of the Emma. Move allinvestigators on the [K] vignette's statusbox to [K1], and remove the unlocktoken from the Docks to indicate that theship has sailed. Investigators who wish to may move offof the ship to the docks at the cost of onemovement point during their movementphase.

70 The investigator reading this book mustmake a Will check or lose 2 Sanity. Even if the investigator makes the roll,he or she loses 1 Sanity. Inside the journal, Carl Sanford describeshis plans to resurrect Great Cthulhu. Already, according to his journal, he andhis fellow cult members have performedthe magic to thrust the sunken city ofR'Lyeh, the ancient ruin where GreatCthulhu slumbers, to the surface of theocean. Using his eldritch magic, he hasopened a gate to R'Lyeh in the cavernsbelow the Lodge - a gate of "silvertwilight" - where he intends to go whenthe stars are right to awaken the sleepinggod. Each investigator here gains 2 cluetokens. This Vignette is complete. Allinvestigators in this Vignette return toArkham. Unlock vignette [J].

71 Nothing happens.

72 Make an assisted Lore-1 check. For eachsuccess on the check, remove one cluetoken from this location. If there are still

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clue tokens left here, each investigatormay choose to return to Arkham or stayhere until next turn. If all the clue tokens have been removed,read paragraph 46.

73 If Vignette [A] is unlocked, move to[A1]. Otherwise, nothing happens.

74 You ask at the Administration Buildingwhere Professor Armitage's office islocated. The secretary gives youdirections to the building on theMiskatonic University campus(Miskatonic University Streets).

75 The investigator who made the luck rollmanages to slip into the tight quarters ofthe helm for a quick look around. He orshe must attempt a Lore-1 check. If the roll fails, he or she finds nothing ofinterest before footsteps force a quickretreat to the shadows. All investigatorshere may either return to the deck of thetrawler ([I2]) or stay here until next turn. If the roll succeeds, read paragraph 174.

76 You have the presence of mind to ask tosee his studio before you leave. Perhapsthere are clues to his madness to befound there. Move to [A2].

77 Try as you might, you aren't fast enoughto to make it to the shore before a massof tentacles bursts out of the water andattacks! Draw a Formless Spawn andfight it. If you defeat it, read 7. If you

manage to flee, you row quickly awayfrom the Isle - all team members returnto Arkham.

78 You crack open the crate and a flood ofsilvery light fills the room. A horriblemoaning noise rises out of the artifactencased within, and you are startled tosee the ghostly shape of two terrifyingfigures float out and attack! Fight two ghosts. You may not flee fromthis battle. If you fail to defeat them,remove the event token before moving tothe Hospital or Asylum. If you defeat them, read paragraph 81.

79 Make a Will-2 check. For each successin the roll, add a sanity token to thislocation. If you fail, remove a sanitytoken. After adding or removing any tokens,read 27.

80 If vignette [B] is unlocked, readparagraph 74. Otherwise, nothinghappens.

81 You defeat the guardians of the artifactinside, and they evaporate into thedarkness. Timidly, you approach thecrate and look inside. Lying in a bed of straw is a long tubeabout a foot and a half long and sixinches in diameter. Each end is cappedwith a gold plug carved with writing inan alphabet you don't recognize. You get a very bad feeling about thisartifact. You may take it with you andopen it at any time. If you ever open it,

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read paragraph 159. When you are done examining theartifact, each team member may noweither return to the main hall (move to[G1]) or remain here.

82 You watch in horror as the cultist's knifeplunges into Dr. Armitage's stomach. Blood pours over the tiles, and Dr.Armitage's mouth grows slack as hecrumples to the ground. In a flash, thecultist leaps out the open window andvanishes into the night. All team members lose 1 Sanity. Nospecial ability or card may reduce thisloss to zero. This Vignette has failed. Remove theDr. Armitage ally from the ally deck. All investigators in this Vignette returnto Arkham.

83 The cultists are looking for something,trying all the doors, and whispering inhushed tones. Each team member must make a Sneak-1check. If everyone makes it, you sneakpast the cultists to [B3]. Otherwise, readparagraph 44.

84 Whatever is in that reservoir is content tolet you pass. Move to [K3].

85 Nothing happens.

86 This spartan room has file cabinets alongeach of the walls, and although it is

organized in broad categories, theindividual records leave a lot to bedesired. It’s difficult to do research here. Make an assisted Lore-1 check. If you score 3 or more successes, read133. If you score at least one success,read 41. Otherwise, read 127.

87 As the last Sheldon Gang member falls,you breathe a sigh of relief. You hadbetter get out of here, though, beforeanyone sees you. The last thing youneed is the Sheldon Gang hunting youdown. But first, you grab an item thatlooks like it will come in handy. Draw acommon item and move to the streets.

88 As the last of the cultists falls dead, thedark, twisting wisps that were issuingfrom the ground slowly fade away, andthe night is restored to its peaceful quiet. As you look at the bodies of the cultists,you find some items of use. Draw twocommon items and a unique item todistribute among the team members. Unfortunately, you realize that the highpriest is nowhere to be found. He musthave escaped in the confusion. Regardless, you have stopped thishorrible ceremony. This Vignette iscomplete. Every team member gains asanity, and all investigators in thisVignette return to Arkham.

89 These benighted woods seem to close inon you ominously. All team membersmust make a Will-1 check or lose asanity from the phantasmic aura of thisdemon-haunted forest. You must decide whether to pushonward or retreat. Any team memberwho wishes to turn back may do so andreturn to Arkham. Otherwise, make anassisted Lore-1 check. If you succeed,

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read 126. Otherwise, stay at [E5].

90 As the last of the cultists falls at yourfeet, the rumbling beneath your feetbegins to subside, and the storm cloudsbegin to dissipate. Within moments, the city of R'Lyeh isbathed in sunlight, the sea-slimeglistening in the sun. Then, with a lurchand a quake, the city begins sinkingagain. Hustling down the cyclopean stairs, youreach the sea level and jump into the boat(either your own or one that some of thecultists arrived in), and head out to sea toescape the churning waves as the citysinks back into the ocean. The world will never truly know whatservice you performed for it on this day,nor will you forget how close humanitycame to its end, but the sky is brightnow, and it is time to head home tofriends and family, to reacquaint yourselfwith the reason you struggled against thisgreat evil at great personal cost. Thevoyage home is long, but the reward willbe worth it.

91 He is unwilling to tell you anythingabout the knife. He requests that youeither buy something or leave his shop. All team members return to Arkham andmay immediately have an encounter orgo shopping.

92 You find the correct path by luck. Anyinvestigators here may retrace their stepsto the stairs up, moving to [J1], or theymay go down the rickety ladder to thelower caverns by descending to [J3].

93 You find something interesting in thestorage area. Add a toughness tokenhere, and roll a die. If you roll a one through four, take a cluetoken. If you roll a five, you find acommon item. If you roll a six, you finda unique item.

94 If Vignette [G] is unlocked, move to[G1]. Otherwise, nothing happens.

95 It's a good thing you were beingcautious, because just as you started toenter the main hall of the HistoricalSociety, two men in long black robescome walking into the hall from anotherdoor. Slipping into the shadows, youwatch as they walk down the hall andleave the building. As they pass by, younotice long, silver knives hanging at theirhips. Read paragraph 54.

96 You follow the non-bloodstained pathfurther below the graveyard. Its twistingtunnels, choked with gnarled roots, aresporadically broken by mounds of dirtwhich lead up into the broken, emptycaskets of the interred inhabitants ofArkham. After reaching several dead ends, you areabout to turn back to leave when youhear a whimpering noise from one of theside tunnels. If you wish to investigate it, readparagraph 65. Otherwise, go back to[L2].

97 The shopkeeper can tell you little else ofuse about the blade.

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If [F] is locked, unlock it. If [E] islocked, unlock it. This Vignette iscomplete - all Investigators in thisVignette return to Arkham.

98 The cultists are enraged at your actions,and grab some weapons. You flee intothe forest, hoping the thick woodedforest will allow you to lose them. This Vignette is complete. All teammembers move to [E4]. All otherinvestigators in this Vignette hear theonrushing rage of the cultists, and mayeither join you at [E4] or return toArkham.

99 You hesitate just a moment too long. Read 82.

100 Talking over the cannibal murder casewith the police, they mentioned that theyhad gotten a report of screaming comingfrom a certain house in the MerchantDistrict streets. When two patrolmenwent there, they found nothing, butremarked that the place had an unhealthyaura to it that made them unwilling tostay for long. Thinking such a story warrants anotherlook, you go to the house and take a lookaround. Make a Luck-1 check. If yousucceed, read 47. Otherwise, you findnothing there (although you also note theevil aura of the place), and nothinghappens.

101 The twisting, barren passages yield noclue as to what direction to proceed, soyou must trust to Luck. Make an assisted Luck-2 check. If you

fail, read paragraph 31. Otherwise, readparagraph 92.

102 Dr. Rowlins looks up at you as you standin the doorway to his office. He smileswanly at you. “Mr. Waxford has seen noimprovement. I hope you can help him.” He stands up and escorts you to Henry'scell. Move to [C2].

103 You must kill all the cultists before theycan complete their ritual to free Cthulhufrom his prison of slumber. Only investigators in R'Lyeh mayparticipate in this fight. There are threetimes as many cultists as there areplayers. Fight them. You cannot evadethis combat. If you win, read 90. Otherwise, read 38.

104 A small detail comes out during yourquestioning that strikes you as curious. Take a clue token and return to Arkham.

105 You manage to remain quiet as Dr. Fanesurveys the darkened offices. After afew moments, he shrugs his shouldersand walks over to a mahogany cabinet. Producing a key, takes something out ofa cabinet, and leaves with the girl. Team members may now either return tothe main hall [G1] or remain here to lookaround next round.

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106 Nothing happens.

107 If Vignette [B] is unlocked, move to[B1]. Otherwise, nothing happens.

108 The cannibalistic attacks have had twovagrants as their targets, so you decide tolook for clues to the killers atIndependence Square. Speaking to someof the transients, you learn that severalhomeless men, considered fixtures at thesquare, have gone missing as of late. You decide to poke around the darkcorners of the square. Make a Luck-1check. If you succeed, read paragraph 47.Otherwise, you find nothing, and nothinghappens.

109 You return to speak with JeanineWaxford. Perhaps she has had a chanceto calm down and give you more insightinto Henry Waxford’s breakdown. Make an assisted Luck-1 check. If yousucceed, read 104. If you fail, read 186.

110 If vignette [F] is unlocked, move to [F1]. Otherwise, nothing happens.

111 You hear rumors of two families whohave gone missing from the French Hillstreets over the last few days, so youdecide to have a look around the area. As you walk by one particular house,you stop, and feel as if something insideis staring at you. A man down the streetsitting on his porch notes your interestand waves you over to tell you about

how that house once housed a coven ofwitches that were said to practice theblackest of the black arts. He advisesyou to leave the place alone, and goesback into his house. Looking again at the brooding facade,you consider taking the man's advice,but then, doing nothing is not going tostop the murders. You walk up the pathto "The Witch House." Make a Luck-1 check. If you succeed,read paragraph 47. Otherwise, you don'tfind anything in the house, and youbreathe a sigh of relief as you leave.

112 He nods. "You are probably unaware ofthis, but showing this artifact out in theopen puts us all in danger. Come, let'sretire to the back room, where we canspeak privately." Move to [D2].

113 You try to explain that you aren't thecultists that killed the man's brother, andthat, indeed, you are looking for clues asto how to stop them. Make a Will-1 check to convince them ofyour sincerity. If you tried to run beforeexplaining, you will need two successes;otherwise, you only need one. If yousucceed, read 68. If you fail, read 120.

114 If Vignette [G] is unlocked, read 125. Otherwise, nothing happens.

115 As you rush down the stairs, you are metat the front door by Carl Sanford. Hiseyes glow with a pallid yellow light, andhe speaks a syllable that knocks you tothe ground. You then feelinvisible...things...crawling over you like

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a swarm of insects. The next thing you know, you awaken inArkham Asylum. All team memberslose their Silver Twilight Lodgememberships, move to Arkham Asylum,and are reduced to 1 Sanity and 1 Health.

116 The path leads sharply down a set ofstairs and opens onto a strange sight. A large cavern, the size of a banquet hall,stretches out before you, its bottom halfsubmerged in water. In the middle of thecavern stands an island, and floating inthe air above the island is theshimmering form of a gate, its shiftingform throwing a chaotic silver light onthe walls of the cave. Some cultists standing on the island seeyou, and race to the attack! "You are toolate, fools!" they cry as they sloshthrough the water towards you. "Theyare already in R'Lyeh, awakening ourmaster! Witness now the dying of hope! Ia! Ia! Cthulhu fthagn!" Roll a die and add one. Fight this manycultists. You may not evade this combat. If you fail this combat, read 205. If youdefeat the cultists, read 177.

117 There is certainly something darkhappening here. You may take the strange item they werediscussing; draw a unique item.

118 What manner of massive earthquakemust have heaved up these cyclopeanblocks of stone above the surface of theangry waters? Vast, trapezoidal shapesjut up out of the ocean, forming whatappear to be buildings, stairs, and spiresof an utterly alien architecture. If,

indeed, these giant stones are stairs asthey appear, they must have been craftedfor creatures much, much larger than you. As you look up at the storm brewingover this nightmare landscape, you sensea great evil surveying you fromsomewhere deep within the giant stonecrypt-city of R’Lyeh. Is Cthulhu nearlyfree? All team members lose 1 Sanity, andmove to [K2].

119 As you skulk through the rusted halls ofthe ship, something discovers you! Draw monsters from the monster cupuntil you have one for every teammember. Discard and draw replacementsfor any monsters that have a toughness of2 or higher. Then fight these monsters. When you're done, you may either returnto the deck ([I2]), or continue searchingthe bowels of the ship by staying here.

120 There seems to be little point inprotesting your innocence. You prepareto defend yourself. Fight the Sheldon Gang members. Thereare six. They all have the statistics of amaniac, except for one which has anextra toughness. If you manage to evade at any point inthe combat, move to the streets. If you win, read paragraph 87.

121 If there is an unlock token here, readparagraph 189. Otherwise, nothinghappens.

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122 If there are any toughness tokens on thePolice Station, read paragraph 108. Otherwise, nothing happens.

123 You have coaxed the horrible story outof him. He tells of nightmarish visionsdepicting a forbidden ritual on theUnvisited Isle, of bloody sacrifices onaltars of stone, and of Great Cthulhu, theancient sleeper beneath the waves,stirring from his centuries of slumber,eager to consume the world. Terrible as his visions are, he seems tofeel better having finally told you of it.Return the sanity tokens to the bank, gaina gate token, and every team memberheals one sanity. This Vignette iscomplete. Unlock [E] and return toArkham.

124 You ask the general store clerk aboutspecial knives, and he gives you a blankstare. "I'm afraid we don't deal inanything but wholesale. If you'relooking for specialty items, I'drecommend visiting the CuriositieShoppe on the Northside." Nothing happens.

125 Thinking that you might find the identityof the high priest by looking at the mugshots in the Police Station, you perusestacks of criminal faces, but to no avail.

126 You find your way through these spirit-haunted woods to the sinister Circle ofStones. All team members move to [E3].

127 Research proceeds at a snail's pace. Although you find out some interestingfacts about the history of Arkham, noneof it seems very useful. Each investigator here may decide toeither remain here or move back into themain hall (move to [G1]).

128 The spiral staircase is roughly-hewn outof the rock, and it descends into a colddarkness below the Lodge. After severalminutes of descent, the staircase opensonto a wide, low room. Emanating fromthe room are several passages leading offinto darkness. Shining your light downeach passage, you wonder which way toproceed. As you shine your light down the lastpassage, your light falls upon somethingthat moves and shifts in the darkness. Asit emerges into the light, you stare inhorror at the nightmarish hybrid-creaturethat scuttles along the ceiling towardsyou! Draw monsters from the monster cupuntil you have two different ones. Youare fighting a single hybrid creaturewhose statistics are the sum of thestatistics of the two creatures. You maynot evade in this battle. If you defeat this terrible creature, read175.

129 Fight a ghoul. For every toughnesstoken at this location, its toughness isincreased by one. If you defeat the ghoul, remove atoughness token from the police stationand place it at this location. Then draw acommon item from the pile of carcassesit has collected. If there are no moretoughness tokens on the police station,remove all the toughness tokens from theunstable locations where the ghouls werefought, and all investigators take an extratwo toughness tokens as a reward.

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130 Try as you might, you find no entranceto a cavern anywhere around the Lodge'sgrounds. The entrance, you surmise, isin the cellar of the Lodge. Walking around the perimeter of thehouse, you find a set of old cellar doors,padlocked and hidden behind the thickbrush on one side of the house. Breakingthe lock on the cellar door made quite anoise, but the sound of laughter andboisterous conversation from within theLodge does not cease, so you quickly scurry down the forgottencellar stairs. As your eyes adjust to the darkness, yousee a dark figure walking towards you. Too late, you hear the murmurings of adread spell! Fight a Warlock. For the first roundonly, his combat rating is -4, and he does4 damage if the combat check does notsucceed. You cannot evade this battle. If you defeat him, read paragraph 191.

131 One of you bumps into an antique chairsitting too near a doorway, and it makesa brief, but loud, scrape sound against thetile floor. Suddenly, two men in longblack robes come running out of a roomdown the hall. They pull out curved,silver knives and attack! Clearly,something sinister is going on here. Fight two cultists. If you flee the battle, return to Arkham. Otherwise, read paragraph 54.

132 Nothing happens.

133 You find some damning anomalies in thefinances of the Historical Society. Aquick phone call tomorrow will land theHistorical Society's finances in the auditroom, drying up one of the cult's primaryfunding sources. You have struck a blow! Read paragraph 41.

134 Nothing happens.

135 You call Dr. Rowlins and ask him towire his Alienist colleague in Boston. The next day, you meet Dr. Singh at thetrain station. If you spend a gate tokenor 5 toughness tokens to impress himwith the seriousness of this case, he willwaive his fee. Otherwise, his fee is $7. If you cannot pay, take a bank loan cardto get $10 from which to pay him. Once you have arranged payment or hehas agreed to waive his fee, you drop Dr.Singh off at the Asylum. Move thereimmediately. He goes in to see Henry,and comes out a few hours later. "An interesting case," Dr. Singh. "I gavehim an injection which seems to havebrought him out of his catatonia. I thinkyou can take it from here, Dr. Rowlins." Dr. Rowlins asks what was in thismiracle injection, and Dr. Singh shakeshis head. "This is no ordinary case, Dr. Rowlins. Many people suffer fatigues and breaksof the mind which cause them to lapseinto catatonia. But it is my belief that inextremely rare circumstances, catatoniais a condition that is caused fromexternal forces. In these cases, an extractmade from certain rare herbs harvestedfrom the remote highlands of Tibet canweaken that external force's influence on

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the mind, perhaps even long enough toallow your patient to recover." With that, he tips his hat, and walks outof the Asylum to catch a cab. Unlock Vignette [C], and place a sanitytoken at [C2].

136 You find a hidden passage behind a fakewine rack that opens out into the rooomon hinges. Not far beyond the threshold,you see a set of stone steps leading down. Each team member may decide whetherto proceed down the steps (move to [J2])or return to Arkham.

137 The cultists see you, and raise the alarm. You can either turn around and make arun for it (read paragraph 98), or try tolight the dynamite and throw it into thecircle of stones from here (readparagraph 66).

138 You peruse the black candles and theblood, but you find nothing conclusive. Clearly, someone was conducting aceremony here of some sort, but there islittle more to be learned here. All team members return to Arkham.

139 As you explore this creepy place, thehorribly familiar scent of death andcarrion assaults your nose. Suddenly, itdawns on you what has happened. Your invasion of the tunnels under thegraveyard has forced the remainingghouls out into the city! All investigators lose 1 Sanity at therealization of your hand in the grisly

events unfolding here. No card orspecial ability may reduce this loss. Read paragraph 194.

140 You are shocked to see the dark,disturbing paintings that fill HenryWaxford’s studio. These are certainly notthe sunny still-lifes he traditionallypaints, and you begin to worry aboutHenry’s sanity. Each team member mustmake a Will+1 check or lose a Sanity. Working slowly, you glance at eachpainting. They all have similarcharacteristics - malignant yellow eyesglaring up out of a black undersea vortexthat swirls through a sunken city ofmassive stone blocks. Looking at thedates of these paintings, and those of hisnormal paintings which you foundshoved in a corner, it’s clear that this newstyle manifested itself practicallyovernight. You study the paintings carefully,memorizing the impressionistic details asbest you can, in hopes that they mayshed some light on Henry’s madness.Make an assisted Lore+1 check, and takea Clue token for each success you roll. Shaken, you take your leave fromJeanine Waxford. Return to Arkham.

141 "Now, I am risking great danger bytelling you this, so I expect yourdiscretion in this matter," says theshopkeeper as he pulls the door closed onthe back room. He looks at you pointedly, saying, "Infact, if Dr. Armitage hadn't bailed meout of more than one tough spot, Iwouldn't be talking to you at all, do youunderstand? He wired me, asking me toassist you, but one can't be too careful,even with good friends, when it comes toissues such as these." He sits downbehind the desk. "Now, let me see thisblade."

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Turning the blade over in his hands, hetells you, "This is a ritual knife for awitch cult that thrived in this area about100 years ago. The cult worshipped asea-god by the name of Cthulhu, andused these knives to dedicate murders totheir insane deity. It's likely this veryknife has been used to make humansacrifices at the circle of stones on thatisland outside of town." "As to this knife's more recent history,however, I cannot say much other thanthe fact that I obtained two such bladesfor a man in town by the name of CarlSanford, a local businessman whoclaimed he was writing a book on Witch-Cults of the 1800's. To be frank, I amnow not so certain that this was hisinterest in the blades, if you get mymeaning." Make an assisted Luck-1 check. If made,read 17, else read 97.

142 If Vignette [C] has failed, read 135. Otherwise, nothing happens.

143 As you ascend the stairs, you come upona long hallway. Whispering at the top ofthe stairs are two cultists, whoimmediately draw their curved bladesand attack! Fight two cultists for one round ofcombat. If you defeat them, readparagraph 117. If you evade them, readparagraph 115. If you fail to defeat orevade them in the first round, readparagraph 63.

144 You watch in horror from the dark forestas the ceremony continues. Withunbelievable stamina, the cultistscontinue their dread ritual, and the wispsof darkness seem to take on shapes thatevoke things out of your darkestnightmares.

All team members lose 1 sanity. Nospecial ability or item may reduce thisloss to zero. Stay here at [E3] until nextturn.

145 "Hey, whut ya doin'?" exclaims thegroundskeeper when you start pawing atthe grave dirt with your hands. Within moments, you have pulledenough of the sod away, and thegroundskeeper hisses in alarm. "Where did tha body go?" he whispers. Indeed, now that you can see into thebroken coffin, it is clear that if there wasonce a corpse here, it is now gone. "Well, 'e didn't jest get up and walkaway," says the groundskeeper. "Sowhere did 'e go?" Indeed, you think, as you continuepulling up the sod. Soon, somethingmore disturbing comes to light. Thebottom of the coffin is shattered, too, anda gaping hole leads down, as ifsomething had burrowed into the gravefrom below. Place an unlock token on this location,and read paragraph 13.

146 The room is filled with dusty old boxes,but one of them seems to be glowingwith a faint blue light. Cautiously, youwalk up to it. It’s a heavy oak crate, andstrange symbols have been etched intothe sides of it. If you want to leave italone, you back out of the room andnothing happens - return to [G1] and donot place an event token here. If you want to open it, read paragraph 78.

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147 The administrative offices are well-appointed with fine art on the walls andexpensive leather chairs behindhardwood desks. As you are pokingaround, you hear two people talking - aman and a woman - and their voices aregetting louder. You scramble to find ahiding place as the door to the officesopens. In walks Dr. Fane, with an attractiveflapper girl on his arm. She’s gigglinghappily, but as they enter the office, hesilences her and listens carefully. Each team member may attempt a Sneak-1 check. If everyone attempts the checkand everyone succeeds, read paragraph105. Otherwise, read paragraph 188.

148 You enter the carrion-strewn den of theghouls and find nothing. All investigators here return to Arkham.

149 If Vignette [G] is unlocked, read 187. Otherwise, nothing happens.

150 You have defeated Dr. Amius Fane. Each investigator involved in the battlemay take two extra toughness tokens. Inside Dr. Fane's pocket, you find a keywhich opens a locked mahogany cabinetnearby. Inside, you find a unique item. Investigators here may now either returnto the main hall [G1] or stay here tocontinue looking around.

151 You skulk around the trawler, trying todecide where to go.

Each team member may move to thehelm [I3], the engine room [I4], or leavethe ship and return to the Harbormaster'sOffice [I2] or return to Arkham.

152 You return to the scene of the gravedesecration with the groundskeeper. "I don't know why yer so interested inthis thing, but it's still here for ya ta lookat." You look around for any clues whichmay shed light on this strange situation.Make an assisted Lore-2 check. If yousucceed, read paragraph 145. Otherwise,read paragraph 138.

153 You begin to piece together whathappened. Some cultists were hereconducting a ritual, probably connectedin some way to the occultist who wasburied here. But something beat them tothe corpse from below, and disturbedtheir ritual, dragging one of them downhere. The question is: what would be diggingaround for corpses underneath agraveyard? Proceed to paragraph 178.

154 From somewhere across the sea came thegathering darkness. Hurricanes buffetedthe coasts, and floods surged up the rivervalleys. Communications failed as entirecommunities vanished beneath thewaters. Merciful it was for those who perishedearly, however, for when the toweringblack form pulled itself out of the watersat the shore, all who saw it fellimmediately into madness. Neighborhappily slaughtered neighbor to curryfavor with the new walking god, but allwho rushed adoringly to the thing at the

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center of the storm fell dead at its feet. Those few who had the presence of mindto flee discovered that the walking godcould call others down, of many forms,which plodded across the surface of theplanet, killing, their heads - if they couldbe called that - lost from view in the darkclouds above. Within days, man's ascendant positionon Earth was toppled, and they were likeants before their new rulers. Back to thechaos from whence they came humanityslipped, and was lost.

155 "Here," says the groundskeeper. "If yeinsist on goin' down dere, take this." If no investigators here have the lantern,search the common items deck for alantern and take it. If there is not oneavailable in the common item deck, thegroundskeeper gives you a candleinstead, which will light your way in thetunnels but have no other effect. You wriggle into the grave, and thenthrough the hole beyond, and slide downinto a cramped, twisting tunnel thatsmells of rot and death. As your eyesadjust to the dim light, you noticesomething on the ground. Leaning over to pick it up, you see it's asmall mask. It covers the upper half ofthe face, but the lower have is a set offabric strips, making the mask resemble asquid or an octopus. It is stained withblood, and a blood trail leads off into thedarkness from here. Make a Lore-1 check. If you make it,read paragraph 153. Otherwise, readparagraph 178.

156 As you approach the darkened buildingfrom afar, you see several hooded figuressteal out of the shadows and rushthrough the front doors. The glint ofsilver off of the curved knives they carryfills you with dread as you survey the

windows of the building - the only lightburning is that of Dr. Armitage's office! Any team member who wishes mayreturn to Arkham at this point, but losesa Sanity for knowingly turning your backon a friend in need. (No special abilityor card may reduce this loss to zero.) Otherwise, move to [B2].

157 You explore the twisting passages, butfind nothing of interest that direction. Itappears that it is just a network ofpassages leading beneath the graves inthe graveyard, all leading back to whereyou entered. Return to Arkham.

158 Nothing happens.

159 You unscrew the lid of the artifact, and afaint, foul-smelling odor hisses out. Looking inside, you see several pages ofvellum written in Latin, describing thelast days of a Roman soldier who had aharrowing experience at a temple hefound in the wilderness when separatedfrom his legion. Draw 2 spells.

160 As you approach the Isle in your skiff,you begin to faintly hear the sound offrantic drums and pipings. Slowly, you guide your skiff across thebrackish waters of the Miskatonic in thegathering gloom of dusk. With onlysixty yards to go, you suddenly feelsomething brush against your oar. Make an assisted Speed-1 check. If youmake it, read 62. If you miss it, read 77.

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161 You find an engine room! This is aperfect opportunity to sabotage the ship. Make an assisted Fight-2 check todamage the ship's engines. Alternately,you may discard some dynamite tosucceed at this check automatically. If you fail, you aren't able to damage theengines in time before some of the ship'sdire inhabitants come walking by,forcing you to hustle away and get lost inthe confusing dark hallways again. If you succeed, you have successfullysabotaged the Emma’s engines and strikea blow. Regardless of the result, each teammember may return to the deck (I2) orstay here.

162 The shopkeeper's eyes light up uponseeing the curious blade. "Hm. This isan interesting piece, indeed..." He thenfixes you with a meaningful stare, andasks, "May I ask where you obtained it?" If you wish to tell him the truth abouthow you came across the knife, read 112. If you instead wish to bluff, read 183. Ifyou flatly refuse to tell him where yougot the knife, read 91.

163 You have already discovered the locationof the Emma. Move to [I2].

164 You find a shadowy place to watch thehelm from. Make an assisted Luck-1check to wait for an opportunity to enterthe helm and look around. If the roll fails, you don't have an

opportunity to enter. Each investigatormust either stay here until next turn orreturn to the deck of the trawler ([I2]). If the roll succeeds, read paragraph 75.

165 Now that you have the coordinates, youmay attempt to charter a ship. The Harbormaster checks the log booksto see if there are any ships that youmight be able to charter that are goingthe same place as the Emma. Make anassisted Luck-1 check. If you succeed,read paragraph 20. Otherwise, there is no ship currentlyavailable. All investigators here mayeither remain here or return to Arkham.

166 You haltingly perform the uncomfortablegestures depicted on the stone. As youcomplete the last one, your fingers begintingling, and a stabbing pain lances yourforehead. You collapse to the ground,screaming, as tendrils of black seep infrom the extremes of your vision. Youpass out. When you awaken, you know a newspell. Draw a spell. Frightened by your experience, andfeeling lucky to be alive, you hustle outof the area. Remove the unlock tokenfrom this location.

167 The silver gate to R'Lyeh stands beforeyou, shimmering, showing a strange,abstract landscape as if through a veil ofmist. A cold, wet wind blows out of thegate, leaving beads of dew on your faceand hands, and a palpable sense of evilwashes down off of its chaotic form. Each investigator may return to Arkham,stay here, or enter the gate by moving to[K1] (even if vignette [K] is not

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unlocked yet).

168 KABOOM! Stone and dirt fly throughthe air as the dynamite explodes at thebase of one of the tallest stones. Thecultists look on in dismay as the stoneslowly begins to topple, and then to fall,taking several other stones with it. A loud whistling noise pierces the air asthe wisps of darkness are violentlysucked back into the earth. You have struck a blow, but the cultistsare now psychotically enraged. Fight anumber of cultists equal to the number oftoughness tokens left on this location. Each cultist has a toughness of two dueto their manaical rage. You cannot fleethis battle. If you defeat the cultists, this Vignette iscomplete. Among their remains you findtwo common items and a unique item,which you may distribute among theteam members. All team members gaina sanity, and all investigators in thisVignette return to Arkham.

169 Nothing happens.

170 You stop by Jeanine Waxford’s house inthe once-elegant French Hill area. Youapparently caught her crying, for hereyes are red and puffy when she comesto the door. You do not know her well,having met her only a few times, but shehugs you tightly when she invites youinside. She serves you tea with quaking hands,and tells you the sad news. Henry hasbeen taken away to Arkham Asylum. His night terrors had gotten so bad, shewas afraid he would hurt their daughter,and although she feels she had no choicebut to call the police, she feels wrackedwith guilt.

“I can't go see him, I just can't,” she sniffs. “Please, will you go see him? I nevercould get out of him what was wrong. Something about the dreams he washaving was tearing him apart inside, butwhenever I asked him about it, his eyeswould fill with such...horror. He said hecouldn't tell me what it was, didn't wantto pollute me with what he saw.” “Please,” she says, “maybe you can find outwhy my husband is going mad.” Unlock [C], and then make an assistedLore-1 check. If you succeed, read 76. Otherwise, return to Arkham.

171 You apply the elder sign to the base ofone of the stones. Like mud, the eldersign sinks into the surface of the rockand disappears. Immediately, there is aloud whistling noise from under yourfeet, as the twisting coils of darkness thatwere issuing from the ground are suckedback into the ground. You make a dashfor the safety of the forest as the cultistsglance around in confusion. Then one sees you before you reach theedge of the clearing, and alerts theothers. Time to run. You have struck a blow. Discard yourElder Sign, and read 98.

172 You arrive just in time to see Dr.Armitage locked in a life-or-deathstruggle with a cultist. Make an assistedSpeed-1 check. If the roll fails, read 99. If it is successful, read 67.

173 Place eight toughness tokens on [E3],and read paragraph 160.

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174 You have found the navigational chartsof the Emma! Place a clue token on theHarbormaster’s office to indicate this. All team members return to the deck ofthe trawler - move to [I2].

175 You find the small study from which thething broke loose. The broken cage rifewith offal and excrement bear grimtestament to the half-life the creaturemust have lived. Nearby is the ominous tome that CarlSanford was using to guide hisexperimentation. While you wouldnever consider using the hybridizationspell, some of the other parts of the booklook promising. Roll three dice. For each success, take aspell. For each failure, take a clue.

176 Cultists are chasing you through thebrush as you run back to your skiff. Every team member must make a Speed-1 check. For every failed roll, you mustfight two cultists. If all investigatorshere succeed, return to Arkham.

177 The cultists fall beneath your blows, andyou manage to disrupt their ritual. Theyfailed to close the gate, leaving you aglimmer of hope of stopping whateverterrible plot they are are trying toaccomplish. Read paragraph 167.

178 The tunnel curves off in two directions. One has a recent blood trail leadingdown it, and the other one doesn't. Otherwise, they're indistinguishable -twisting, crudely-hewn tunnels that youwill have to crouch to follow.

Investigators here may travel down eithertunnel. Investigators who follow theblood trail move to [L3]. Investigatorswho go the other direction move to [L4]. Investigators who wish to may alsoclimb out and return to Arkham.

179 KABOOM! Stone and dirt fly throughthe air as the dynamite explodes insidethe circle of stones. A faint wailingnoise is heard, and the twisting wisps ofdarkness seem to scatter and jostle as ifin pain. But then they re-form, and anangry piping noise sounds out loudlyacross the clearing. The cultists turn back towards you,grinning. The circle of stones is intact. Read paragraph 193.

180 If there is an unlock token here, readparagraph 69. If Vignette [I] isunlocked, move to [I1]. Otherwise,nothing happens.

181 If vignette [D] is unlocked, move to[D1]. Otherwise, nothing happens.

182 "You do not fool me," he hisses. "Youtook this knife from the hands of amember of the Cult of Cthulhu, did younot? Do you understand what peril youare putting me in by bringing this knifehere? You had better make this worthmy while." If you discard $5, items worth $7 ormore, or the knife, you manage to placatehim, and he grudgingly motions you intothe back room to talk. Move to [D2]. Otherwise, read paragraph 91.

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183 Make an assisted Will-1 check toconvince him of your sincerity withoutrevealing the source. If you succeed,read 112. Otherwise, he sees throughyour obvious lies and scowls. Read 182.

184 You find the scene of the crime, and startlooking around. You notice some strange markings on theground, which appear to be a trailleading deeper into the woods. Youfollow them and arrive at a secludedclearing overgrown with scrub oak. As you explore the clearing, you come tothe realization that several large moundsof dirt are actually carved stones coveredwith moss and grass. Brushing away thegrowth, you find that the stones arecarved with strange runes. Recentfootprints attest to the fact that this spotwas recently visited. On one of the slabs of stone is apictograph which depicts a series of handgestures which seem exceedingly strange. If you wish to try the hand gestures, readparagraph 166. Otherwise, there'snothing else to do here, and you leave theill-fated spot. Remove the unlock tokenfrom this location.

185 Some cultists discover you sneakingabout their ship! For each investigator that failed theirroll, two cultists attack. Anyone whoflees this combat returns to Arkham. If you defeat the cultists, read paragraph151.

186 You catch a terrible detail in herrecollections which, given context,seems ominously disturbing. Lose 1Sanity and return to Arkham.

187 Remembering his snobbish, educatedvoice, you go to the newspaper to lookthrough the archives for clues to theidentity of the High Priest. Make an assisted Lore-1 check. If yousucceed, read 16. Otherwise, you giveup in frustration.

188 Dr. Fane's eyes narrow, and he draws afigure in the air. The tip of his fingertraces blue streaks that hover and fade inmid-air, and within moments, you findyourselves surrounded by a nimbus ofblue light! With a hiss, he draws a gun and barks acommand to the girl. Immediately, thetrue nature of these two becomeapparent. Fight a High Priest and aWitch. Investigators may not evade inthis combat. If you defeat them both, read paragraph150.

189 The fact that people are being murderedin the Woods in ritualized fashionconcerns you, especially if they'rewilling to raise the ire of the SheldonGang to do so, so you go to the locationwhere the Sheldon Gang member wasmurdered to see if you can find any clues. You just hope you don't run into anySheldon Gang members while you'rehere. Make a Luck-1 check. If you succeed,read paragraph 184. Otherwise, readparagraph 49.

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190 You look around, but find no entrance tothe caverns. Perhaps they're not here... All team members may decide whetherto stay here or return to Arkham.

191 The cellar is a cluttered series of roomsand hallways, containing storage ofmundane items, a wine cellar, and apantry. But you see no obvious entry tothe caverns mentioned in Carl Sanford'sjournal. Make an assisted Luck-2 check. If youfail, read paragraph 190. Otherwise, readparagraph 136.

192 If Vignette [C] is unlocked, move to[C1]. Otherwise, nothing happens.

193 The fight is on! The cultists swing theirknives at you as you desperately try tofight them off. There is one cultist here for eachtoughness token. Fight them all. If allinvestigators flee, move to [E4]. Otherwise, if you defeat them, readparagraph 88.

194 Suddenly, out of the darkness, aferocious creature leaps out at you! Withtaut, leathery skin and wickedly sharptalons, it claws at you, knocking you tothe ground. You barely push away fromthe thing in time to avoid the fangs thatsnapped at your face. As you scrabblebackwards away from it, your franticallygroping hands knock over a pile ofgnawed bones that clatter across the floor.

You have found what you were lookingfor. Flesh-eating ghouls are what havebeen terrorizing the city, but it appearsthat they have found you, too! Readparagraph 129.

195 The second floor of the Lodge has anotably different style. Gone are theplush leather chairs, rich appointments,and fashionable furniture. The singlelong hall displays a spartan aesthetic, andthe gothic wooden doors off of the mainhall open onto disturbingly austereceremony rooms hung with dark bluetapestries. Strangely, however, there does notappear to be a way up to the third floor,and you start looking behind thetapestries. What you see behind themshocks you - morbid paintings of the fallof man to a nightmare creature soimmense it blots out the sun. Worse, thepaintings seem to absorb the light, andwhen you turn away from them, out ofthe corner of your eye, they seem to beslowly moving. Each investigator heremust make a Will-1 check or lose 1Sanity. Eventually, you find the tapestry thathides the narrow, dark stair that rises upto the third floor. Each investigator maynow either return to Arkham or continueupstairs to [H3].

196 You manage to place the dynamite in ahollow at the base of one of the stones,but as you're slipping away from theburning dynamite, a cultist sees you! Asthey snatch up their knives, you breakinto a run as the fuse burns close... The investigator who made the sneakcheck makes a combat check with thedynamite. Decide how many of yoursuccesses, if any, are applied to thecultists, and how many are appliedtowards damaging the circle of stones. When you have decided how many

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successes to apply to each, read 64.

197 The massive, wide stairs rise up to ahuge, spired structure that gives theimpression of a temple. Giganticbuttresses draped with seaweed lift thickarchways up to a wide platform at itsapex. Navigating the stairs is hard work, aseach step is as tall as you are, and the sea-slime and light rain makes goingdangerous. Each team member mustmake a Fight-1 check or slip and fallonto the hard stones, taking 1 Staminadamage. But more worrisome is the sound ofmany human voices chanting ominouslyand playing drums and pipes. The soundis coming from above you. Each team member may either remainhere on these dangerous steps until nextturn, or may continue to the apex of thestructure by moving to [K4].

198 Nothing happens.

199 When you enter the Asylum, you aregreeted by Dr. Rowlins, a worn downolder man who tells you about Henry’scase as he escorts you towards his cell. “Mr. Waxford appears to suffer from anintense paranoid delusion. He believesthat some sort of terrible intelligence isguiding him in his dreams. According tohis wife, this delusion came on suddenly,so we suspect he must be suffering fromsome recent emotional trauma. Unfortunately, we have so far beenunable to persuade him to talk about it. Perhaps you, an old friend, may succeedwhere others have not.” As you walk, hediscusses the case a bit more with you. Make an assisted Lore- 1 check to gain aclue token.

Dr. Rowlins opens the cell door. Waxford is curled up in a fetal positionagainst the far wall, in a straight jacket. The room is padded with a stained, dingywhite fabric, and lit by a single, barebulb that hangs from the ceiling. “Goodluck,” Dr. Rowlins says as you enter. Place two sanity tokens on [C2], andmove there.

200 A chilly mist has fallen over theshadowy docks tonight. As you walkdown the deserted pier towards theHarbormaster's office, you thinkcarefully about what your plan in. Your goal here is twofold. First, youmust find the Emma, sneak on board, andfind out exactly where it is going. If youcan find a way to sabotage their tripwhile doing so, so much the better; youdon't know why they are going towherever they are going, but you areconvinced now that it cannot be good. Second, once you know where the Emmais headed, you must charter a ship to takeyou to that location, too, and put a stopto whatever vile thing is planned. Itwould be foolish to assume that there arenot other cult members converging onthe same spot. Read paragraph 51.

201 The trail leads through a twisting mazeof root-crowded tunnels, and opens ontoa grisly scene. The tunnel opens into awide area littered with bones and thedessicated pieces of corpses. In thecenter of the room are the remains of thefreshly-slain cultist. Hunched over thebloody mess are a group of creatures,feasting. These loping, misshapen creatures arenot altogether animal. Perhaps theydescended somehow from humans, orworse, were once humans themselves.

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But when they look up at you and hiss, itis clear they are hostile. To your uttershock, they speak. "Ssss! Kill it! Itcannot escape the warrens!" They thenlope to the attack! All investigators here must make twoWill-1 checks. For each check failed,lose 1 sanity. For each token here, fight one ghoul. You cannot evade this fight. For eachghouls you kill, remove a toughnesstoken from this location. If you kill them all, read paragraph 3. Ifyou fail to kill them, read paragraph 21.

202 Nothing happens.

203 Nothing happens.

204 Place six toughness tokens here, andproceed to paragraph 201.

205 As you desperately fight the cultists onthe shore, the cultists complete theirritual, and the gate closes with a briefrush of air and a pop. The joyouslaughter of the cultists ring in your earsas you slink away, defeated. This vignette has failed. Allinvestigators in this vignette return toArkham.

TimeLine: Cthulhu

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Day Adv Event

1 4-6 Financial Irregularities Lead to Arrests - HeadlineAn overheard conversation between two suspicious-looking men at Velma's Diner led to the arrestof a banker who has apparently been embezzling funds for over a year. When handcuffed, he wentmad, shouting strange syllables and warning that "Great Cthulhu is coming." Unfortunately, thewhereabouts of the money is unknown. Clues appear at Velma's Diner, the Bank, and the PoliceStation.

2 4-6 Local professor to speak about Pacific Rim death cults at colloquium - HeadlineYou are awakened at night by a summons from Dr. Armitage, a distant family friend for whom youhave great respect, despite the dark tales that surrounded the man due to his involvement in the so-called "Dunwich incident". He has requested that you meet him at his office on the Miskatoniccampus because he believes he will need the services of someone who can make effective,unobtrusive inquiries on his behalf. Unlock [B].

3 4-6 Asylum Inmate Kills Orderly and Escapes! - RumorPlace a Maniac on the Downtown Streets, and raise the terror track. Every Mythos Phase, he moveson white, and he has a toughness of 3. Before making a combat check against him, an investigatormust make a Lore-1 check to pick up his trail; failure means the maniac has eluded that investigator,and that investigator is removed from the combat. If the Maniac is defeated before he reaches theSouthside Streets, each investigator gets $2 as a reward, and the Terror Track drops by one as thecity breathes a sigh of relief. If the Maniac makes it to the Southside Streets, he strangles two nuns. Close South Church and add one to the terror track.

4 4-6 One policeman brutally murdered, another missing, in incident at Graveyard - HeadlineTwo policemen responded to a call about prowlers in the city graveyard last night. One was foundbrutally murdered, having crawled out of the graveyard, covered with scratches, bites, and bruises. The other policeman is missing. Clues appear at the Rivertown streets, the General Store, and theGraveyard. Raise the Terror Track.

5 4-6 Fishy Stench Nauseates Arkham - EnvironmentIn the middle of the night, the stench of rotting fish sweeps over the town, and hangs thick in the air,making eyes water and breath short. While the stench persists, all Will checks are made at -1. Clues appear at the Docks and the Rivertown streets.

6 4-6 Grave Desecration of Rumored "Boston Warlock" has Police Baffled - HeadlineThe grave of Hiram Machen was found desecrated this morning in what appears to be a ritualizedmanner, due to the presence of candles and other strange artifacts found at the scene. Curiously,Machen was rumored to have been the infamous "Boston Warlock," accused of witchcraft in a caseinvolving the deaths of five people. He moved to Arkham from Boston in 1818 in order to live outhis years in obscurity. Police are unsure whether this event is tied to the brutal murder and thedisappearance of two policemen reported earlier. Unlock [L]. Clues appear at the Graveyard, theLibrary, and the Police Station.

7 4-6 Prominent Anthropologist Found Murdered - HeadlineDr. Grayson, a well-known cultural anthropologist best known for his work studying the "KtuluCult" of the Athapaskans, was found murdered in a gruesome manner in his office at MiskatonicUniversity. Clues appear at the Administration Building, the Library, and the Police Station. Addone to the Terror Track.

8 4-6 Grisly Cannibalistic Murders Shock City - RumorYou have been asked by local law enforcement to help them track down the mysterious killers thatare spreading terror across Arkham. Behind closed doors, they tell you that the people killedexhibit the same wounds and markings that the policeman found dead in the graveyard did. Butbeyond that, they have no leads. You have other ideas. If indeed, these are supernatural killers,they will seek out the unstable locations in Arkham, but it is unlikely that the police will understandsuch arguments, so it is up to you to stop these killers. Place four toughness tokens on the police station. Every Mythos phase, roll a die for each token. Ifyou roll at least one six, another grisly, cannibalistic murder is found, and the Terror Levelincreases. If the Terror Level reaches 10, and every time it is called to be raised hereafter, allplayers lose 1 Sanity, and no special ability or card may reduce this loss.

9 4-6 Sheldon Gang Member Murdered - HeadlineA member of the notorious Sheldon Gang was found murdered in the Woods south of town in amanner that suggest a ritualized killing. Place an unlock token on the woods location, and a clueappears at the Woods, the Uptown streets, and Ye Olde Magic Shoppe.

Page 35: Cthulhu: Dread Sleeper in R'Lyeh · 2014-10-17 · Cthulhu: Dread Sleeper in R'Lyeh Introduction Something is amiss in the town of Arkham. An aura of depression hovers over the town,

Day Adv Event

10 4-6 Doctors Puzzled by Insomnia Epidemic - EnvironmentPeople are having difficulty sleeping at night, and those that manage to fall asleep have terriblenightmares. Doctors are at a loss to explain it, and local clergy are in high demand. While thisphenomenon is in effect, investigators may not regain Sanity except through psychoanalysis atArkham Asylum or by an ability listed on an investigator card. Clues appear at the Hospital and theAsylum. Raise the Terror Level.

11 4-6 Disturbing Paintings Cause Controversy - EnvironmentMr. Pickman, a local artist, had a show opening at the M.U. Library last night. Reviews of hisbrooding, nightmarish vistas were mixed; some saw brilliance and dark genius in his paintings,while others saw merely depravity. While the show is open, the paintings may be purchased duringthe Upkeep phase at the Library for $2 each. Each paiting gives an investigator a clue, but theinvestigator must make a Will+1 check or lose a sanity.

12 4-6 Scientists Puzzled at Seismic Activity - HeadlineA Geology student noticed some strange, oddly regular seismic readings and triangulated thetremors to determine that they originated somewhere out in the ocean. Two clues appear at theScience Building.

13 4-6 Strange Tides Overflow Docks - HeadlineA larger-than-normal wave of water crashes into the coastline, and sends a surge up the Miskatonicriver to overflow the docks. Clues appear at the Merchant District Streets and the Rivertown Streets.

14 4-6 Fish Dying From Unknown Causes - HeadlineHundreds of dead fish wash up onto the shores of the river. Scientists and doctors are unable todetermine the cause of death. Clues appear at the Library, the Science Building, and the Hospital.

15 4-6 Torrential Rains Buffet Arkham - EnvironmentUnseasonal rains pour from thick, black clouds that have gathered over the ocean, as if somethinggiant and ancient were stirring somewhere out in the ocean. While the storm remains, Speed checksin Arkham are made at -1 and Sneak checks in Arkham are made at +1.

16 5-6 Thunderstorm at Sea - Environment (Weather)A massive storm at sea sends waves crashing against the coastline, and even heavier rainfall todrench Arkham. Streets are flooded, and street locations take an extra movement point to movethrough. An omnipotent sense of dread blankets everything, and Will checks are made at -1. This is the final timeline. If the timeline advances again, move directly to the endgame.