Ghouls of New York:
"Then you will understand the fear of the LORD and find the knowledge of God."
(Proverbs, 2:5)
Campaign Frame:
Setting: New York, 1850. Primarily lower income districts.
Style: This game is expected to run more along Purist lines than Pulp. As a purist game, it is about desperation and contamination. As a pulp game, it would be about finding ways to kill the unkillable; several other notes are included on adapting it for a pulp style.
Mythos degree: This is a somewhat limited Mythos game in terms of its scope. Players may find references to Cthulhu or Yog-Sothoth, but they are incidental - the same way that they are name-dropped in certain Lovecraft stories. The only two gods that are immediately relevant are Mordiggian and Glaaki. Information about the Mythos is fragmentary and difficult to come by, even to its followers. Heresies and conflicts among cultists are common.
Investigators: Investigators are expected to be members of a (fictional) riverside gang, the River Snakes, and are generally referred to as "the gangsters" here. The gang membership is meant to provide them with some cohesion and a small pool of replacement characters (other gang members) if the first set meets grisly ends. While the game can be adapted for other character types (see the section on Tinkering), the story will flow more smoothly if they at least have a connection to the gangs.
Continuing NPCs: see the last entry. If making pregenerated characters, I would recommend making 8-10 in total; unused characters can represent other members of the River Snakes. I'd also recommend tailoring PCs to what players enjoy playing;
PC suggestions:
These examples draw on the hypothetical PCs from the last deadline.
- Eric loves fighting - it makes sense for him to have a gang enforcer type. He should make sure that he has lots of points in Scuffling and Athletics, maybe Weapons if that's how he wants to play.
- Jenny likes influencing people - she could easily be one of the leaders of the River Snakes, or perhaps a dilettante who is using her money to get into crime for a thrill. She'll probably want to load up on the Interpersonal investigative skills and increase her Credit Rating to make sure she can hire NPCs.
- Chris can play a stage magician or street performer; he should probably make sure he has points in Conceal, Disguise, and Filch to represent his ability to distract viewers and apparently perform magic.
- Mike has unfortunately last read another Star Wars EU novel. He's pretty big on the Jedi thing at the moment. His first idea is a time traveler from the future, carrying weird weapons and sent back to prevent whatever Mythos incursion is supposed to happen, so that's a bit Doctor Who as well. It's also a little tone-breaking, so we sit down and talk for a bit. After some compromise, Mike agrees to represent an "undercover" character - a survivor of another Mythos incident in Europe, who has tracked the idol to New York. He doesn't have weird powers, but does have a bundle of strangely carved sticks of unknown function...
- Amanda can play as a doctor fairly easily; given the strong biological horror aspect of the story, it will be nice to have a character with Biology or Medicine investigative abilities. Because of how the skill system works, she can also have a reasonably good weapons skill - maybe the dockside doctor's skills with a scalpel are legendary. Reassurance would make an excellent investigative skill for her, to represent her caring side.
-
Travis is the sort of player who tends to make things worse for the others, but in a Cthulhu based game, that's not always a problem. Given the set-up, I think I'll give Travis a chance to be working with the ghouls - maybe he's related to them, or maybe they have something he wants. He could also be a spy from the Swamp Angels, but I think that could give a little too much information to one player too early on - and make it too easy for him to set up red herrings for the other players.
Rules variations: Standard ability distributions and caps. Players who pick certain Drives (such as In the Blood) may not know exactly what that entails until it comes up in play. Pulp professions and skills are fine, so long as everyone wants to play a Pulp game.
The pitch: It's Gangs of New York, but with river pirates and ghouls!
The Hook: The Swamp Angels have been acting strangely. They're started taking tribute from the gangs and they've become too bold in their attacks on other gangs. They stole one of our boys, and his protection money. Find out where they got him and get him back.
The horrible truth:The Swamp Angels have become the tool of Glaaki, an aquatic Great Old One with the ability to prevent death in its followers. Of course, there's always a price for that sort of gift.
Red herrings: In a one-shot, I would avoid red herrings (misleading clues that lead nowhere) altogether. In longer games, I tend to prefer to let players make their own false trails - as they generally will, with an incomplete set of facts.
The build:
In the simplest outline, this is how the adventure will go.
- The gangsters track down the dock where the Swamp Angels snatched Little Pete
- The gangsters confront the Swamp Angels or break into one of their locations
- Little Pete is allowed to go if they can keep the protection money or if the gangsters do a favor for the Swamp Angels
- Little Pete isn't quite right after being recovered and will wander at night
- Father Brendan becomes very active in the dockside areas, helping the poor and offering services
- The gangsters come across the site of a failed ritual
- The gangsters come across other evidence of the increasing presence of Glaaki (twisted remains, the Banshee, scratch marks leading up buildings)
- Father Brendan tries to recruit the gangsters to help him
- the gangsters find a completed ritual site complete with a Node or interrupt a ritual
- the gangsters realize Father Brendan's involvement with the Swamp Angels and try to stop the final ritual by disrupting Nodes
- the gangsters travel to, or are pulled into the sewers to confront the Fragment.
The timetable:
In-game events are expected to proceed over a week at most. Be sure to remind the players of the passage of time - in the end of the adventure, they may have to pick between weakening the Fragment by destroying its Nodes or confronting it directly.
There was an actual partial lunar eclipse on Sunday, November 24, 1850. The default campaign period would be from Sunday November 17 to Sunday November 24, with the final ritual coinciding with the eclipse. The longer nights and cold weather also fit the tone that the campaign is shooting for.
By default, Father Brendan tried the failed ritual on Saturday, November 16.
He will try again on Monday, November 18.
He will complete another ritual if not interrupted on Wednesday, November 20.
The final ritual takes more preparation, and is scheduled to coincide with the eclipse on Sunday, November 24.
For convenience, here is a calender for 1850 if you would like to change the dates, or your players ask about lunar phases.
http://www.timeanddate.com/calendar/?year=1850&country=1
Notable clues:
As a general note, I highly recommend making up some physical representations of clues. There are only a few pictures of New York at this time, but that's no reason not to print out the depictions of Five Points or the pictures from Riis' "How the Other Half Lives."
I do not have time to scan it, but I also made a journal chronicling Father Brendan's descent into Glaaki worship, then tore the pages out and to use as a "trail of breadcrumb" style clues - offering one per clue per scene where it makes sense. For instance, one page in the sewer, one page at the failed ritual site, one page at the church where he worked, and so on.
You can also print out maps of the city at that time. If you are really feeling into the production of physical clues, you can copy these maps onto the back of Father Brendan's diary pages - so that, when assembled, they form a map of the city with the Fragment's location drawn in, and the ritual sites drawn out as well. (Of course, using their investigative skills will reveal the significance if the players notice the pattern.)
While not essential, physical props like this are a lot of fun.
The dock: This is where the Swamp Angels snatched Little Pete. It can be located simply by asking around; Streetwise would be a natural skill to use, but any sort of inquiry will lead the gangsters here.
The dock is mostly empty; there are a few deep, thin gauges in the old wood (Evidence collection). Some of it appears to be burned, as if by a corrosive liquid (Chemistry).
Asking around reveals (Streetwise, Flattery, Intimidation, depending on approach) that several of the Swamp Angels demanded that Little Pete join up with them, or at least turn over his protection money. Little Pete refused and managed to "stick" one of them with a knife, but there's no blood (Forensics). They clubbed him and dragged him off to the sewer.
Once recovered, Little Pete isn't quite the same. (Little Pete is simply short, not a child.) He had been a soft-spoken individual, but now he tends to look towards the sewer or the ocean with a dreamy expression. He mutters softly about the things he saw - the forest of silver branches, the eyes, the man transformed. If left unattended, he will simply wander back to the sewers. (In terms of statistics, he has become one of the Spawn of Glaaki; he is meant to be a spy, but isn't especially well-suited to the task and may well end up as part of the Fragment's biomass.)
The sewer: There are many entrances to the sewers, but a lot of them have one or two Swamp Angels standing guard. (The players won't know, but between the undying core group and the recruitment drives, there are far more active Swamp Angels than you'd initially expect.)
The sewers themselves stretch under a significant portion of the city, and have access points to several docks. They are how the Swamp Angels have always operated - snatching cargo and then spiriting it away to their fences (Streetwise).
Eventually the players are going to want to get in to the sewers, especially if they're looking for Little Pete. But the Swamp Angels aren't going to want to let them in.
- Architecture might provide insights into buildings with sewer access that the Swamp Angels don't know about. (Definitely so with a point spend.)
- Library use would be a good way to find maps of the sewers - though they may be incomplete.
- Bargain, Intimidate, or Flattery all might provide ways to trade something for getting Little Pete back, or to prove the gangsters' honest interest in joining up with the Swamp Angels instead of the River Snakes. If the gangsters agree to do a favor for the Swamp Angels, it should lead them to another clue - such as grabbing some evidence from the failed ritual site or bringing back the banshee. (The Swamp Angels woulddn't put it that way, of course - they'd tell the characters that one of their girls had run off and give them a rough description.)
- Credit rating could bribe the guards into a (guided) tour or spending enough money to get Little Pete back.
As with all obstacles in Gumshoe, this one should let the characters show off their skills and demonstrate their creative thinking. Even so, to get closer to the inner sanctum - where the Fragment is housed - would require multiple skill uses. Most of the Swamp Angels don't like to go there; only Father Brendan goes regularly. The Swamp Angels will attempt to lead the gangsters around these portions of the sewer, which may be noticed with an Architecture skill or by Assessing Honesty if the players notice their reluctance.
The Swamp Angels essentially have the sewers organized into Outer, Inner, and Inner Sanctum regions.
- The Outer regions are where they do their business, move their cargo, and where some of them live.
- The Inner region is more fortified in case of an attack by another gang; there are weapons stashed around it and some homemade traps. There's also some strange writing on the walls here:
"OUR DEAD ARE OUR WALLS"
"IN THE NAME OF THE FATHER, THE SON, THE FLESH"
"FROM THE CITY WE BRING THE MEAT
SO OUR DEATH WE NEVER MEET"
"THEN YOU WILL UNDERSTAND THE FEAR OF THE LORD
AND FIND THE KNOWLEDGE OF GOD"
There are also handwritten, chalk scrawlings underneath written in a stream of consciousness style - drawing comparisons between the Christian faith, Glaaki, and Mordiggian. These are thanks to Father Brendan.
The inner sanctum is the few rooms where the Fragment dwells. Most of the Swamp Angels will not go here unless delivering sacrifices/recruits and prefer to pretend it's not there.
There are some failed Spawn of Glaaki lurking in the sewers, which may attack the gangsters if they travel too far towards the inner sanctum unaccompanied (or if the pace of the game is lagging). For these creatures, something went wrong when they reacted to Glaaki's poison, and now they are mutated and twisted.
The Swamp Angels are familiar with them, but will happily leave their guests to feed the failed creatures. Use the same statistics as a regular Spawn of Glaaki, but feel free to make the description (and corresponding Stability loss) worse. Suggestions include partially inside out humans; boneless masses covered in coarse fur that can ooze from pipes, and long-fingered silvery skeletal figures.
The failed ritual site:
This is the location where Father Brendan and the banshee tried to perform the first portion of the ritual. However, the banshee is unstable and fled before they could finish. The result was a failed ritual. (If running a one-shot and simplifying things, the banshee may well have been the intended victim - who managed to escape.). Otherwise, the victim became a failed Spawn of Glaaki and retreated into the sewer.
The best site for the failed ritual site is at the Bowery in Five Points. It's a terrible area and the Bowery is at the center. It's full of murderers and miserable, crowded conditions - but no one has ventured into this room since the attempted ritual.
Evidence collection is a catch-all for this area; if nothing else applies and the player thinks to ask, be sure to give them some clues.
Theology: the room has been set up as if for a baptism, then abandoned in great haste. There is still a faint smell of incense, but it is mixed with something foul. The candles around the room are bent into strange shapes.
Evidence Collection: the floor is absolutely covered in tiny punctures as if thousands of needles had punched their way up from below.
Chemistry: there is a discarded bucket; the insides have been burned as if from a corrosive liquid.
Biology: the discarded bucket has several small twigs growing from within, but they have a strange silvery sheen to them.
Forensics: There is blood spattered on the floor and on the ceiling, as if the victim was struck from below with great force but with very tiny implements.
Languages: there are some scraps of Latin text here. They are obviously taken from a prayerbook, but the passages have been crudely retranslated - as if by someone who knows a little Latin, but not well.
Father Brendan
Father Brendan is an idealistic priest who the gangsters may encounter early on during their investigations. If they enlist his help to find Little Pete, he will promise to speak with the Sewer Angels - with whom he has made "some progress" and will return with the man.
Father Brendan may ask the gangsters to retrieve some things from his quarters in a downtown church - this can be an opportunity to give them some or all of his diary.
If it appears that the gangsters are trying to hinder his plans, Father Brendan will first attempt to misdirect them - sending them to a wrong location while he finishes his work at a node. (Of course, Assess honesty can be used to see through this.)
If they confront him about his involvement with the Sewer Angels or Glaaki, he will promise to explain everything - and lead them directly into the Fragment's lair, to be devoured or poisoned. (Again, Investigative skill use should provide a chance to realize it's a trap, as long as the characters use their skills.)
Jim Corner
Jim Corner cave serve as a source of further clues or as an ally. He is looking for someone to get rid of Father Brendan and his religious claptrap, but Corner would be happy to paint the priest as the source of all their problems, leaving the Fragment in the sewer. If the players take this option, they can join up with Corner and even lure Father Brendan into an ambush - but the true source of the infection will remain.
The ghouls and other floating clues:
In Trail of Cthulhu, Ken Hite refers to the idea of the floating clue - a clue that can be dropped into other scenes. In this adventure, the ghouls are primary source of floating clues, especially since they have a vested interest in the characters' success in stopping the Fragment and its minions.
Therefore, the ghouls are also a chance to point characters in the right direction, while giving them a side avenue to investigate.
- Perhaps the characters receive a map from 20 years ago, with certain locations picked out for them
- The ghouls may leave a letter, but the writing is strange and more similar to that of the Indian residents of the area before New York became a major city (Languages, History)
- The ghouls may leave a modified copy of the Revelations of Glaaki, with a short note
- The ghouls are unlikely to reveal themselves directly without some kind of subterfuge - posing as a dead relative or a fortune-teller, or something else where they can disguise themselves
- The legends about the Wendigo can be gleaned using Oral History, History, or Anthropology
Using Cthulhu Mythos:
The Cthulhu Mythos skill comes with a cost in Stability; accordingly, it should always provide a useful clue. This goes double if the investigation has stalled.
Suggestions for useful clues are:
- Visions of the ghouls in their tunnels, chewing away at the dead
- Images of dead men getting up and slouching back to the sewers
- Images of the city flooding while white, bloated creatures swim amongst the streets, gobbling up residents
- Images of long thin silver spines coming slowly towards the characters' eyes
The first investigator to use the Cthulhu mythos skill should come away with the name "Glaaki" at the very least. Perhaps they are muttering it as they have a vision; perhaps they carve it into a piece of paper or their skin, especially preferred for illiterate characters.
The Final Ritual:
The locations for the rituals should be tailored to each campaign, but some possibilities are:
- on a ship in the harbor
- on the docks (where townspeople may act to defend Father Brendan)
- the Bowery in Five Points
- a graveyard full of Cholera victims
- a nicer graveyard such as Green Wood (http://en.wikipedia.org/wiki/Green-Wood_Cemetery)
- Old St. Patrick's Cathedral (http://en.wikipedia.org/wiki/St._Patrick%27s_Cathedral,_New_York)
Places with strong connections to water, death, or belief are ideal for the ritual. The ideas of drowning, sacrifice, and immobility/freedom are also important.
The
outline assumes that Father Brendan is attempting to flood the city, freeing Glaaki and making the citizens of New York part of its new, divine flesh. The ritual is not meant to be a Black Mass, full of inverted Christian symbolism. Father Brendan is acting syncretically, trying to reconcile his old beliefs with the god in the sewer.
Accordingly, for the ritual, the sacrifices must be fixed in place. This will generally be from Glaaki's spines, which have worked their way through the sewer and then stabbed up through the floor. (In the case of a ritual on a boat or very far from the Fragment's lair, this still works; Glaaki does not interpret space the same way that humans do.)
The victims are then drowned in Glaaki's poison, either from a jug carried by a cultist or excreted from Father Brendan or the banshee. The result is not just a Spawn of Glaaki, but a Node. Nodes are smaller than the Fragment, but consist of cocoon-like masses of wrapped flesh. Generally they are covered with closed eyes. At the time of the final invocation, the eyes will all open; a giant mouth will finish the chants, and silver spines will reach into the sky.
Nodes do not have combat statistics and are immobile. Other than stability loss and perhaps speaking in the voice of the sacrifice, they cannot defend themselves. Though durable, as with other extensions of the Fragment, they may be destroyed with enough of a basic substance, such as lye. Prolonged exposure to sunlight and/or fire might also work.
If playing in a longer game and the players have befriended specific NPCs, it is highly recommended to use one of them for the final Node.
It ends:
For the final portion, I recommend setting up a visible clock or other
indication of how much time is remaining until the ritual. This should
help remind the players that time is limited.
Win conditions:
If the players destroy at least one Node, the ritual cannot proceed properly. There may be a storm if at least one Node and the Fragment remain, but it will not flood New York extensively. However, the Fragment will be aware of them through its Nodes, and will send as many Spawn of Glaaki as it can compel after the gangsters.
For each Node destroyed, subtract 5 from the Health of the Fragment. It has invested much of itself in these sites and their destruction weakens it considerably. This loss is not restored by its Regeneration.
If the players find a way to destroy or neutralize the Fragment itself, then the ritual cannot be completed. The Spawn of Glaaki are freed, but will wither away in the sunlight. They cannot be saved, but the city is spared. The characters may well find a small metal idol at the center of the Fragment/Crawdad Jim's body - destroying this idol could be part of another adventure. In a pulp game, let the players have their victory without such complications.
Lose conditions:
If the players fail to locate any Nodes or dismantle the ritual sites and the Fragment is still active, then it will carry out its plan. New York will be flooded; many of its citizens will become food for the beast, and the remainder will become its undead slaves. New York will vanish from the world map, a cautionary tale to the rest of the world. Glaaki's influence will spread over the rest of the Northeast, eventually bringing it into conflict with Deep Ones near Innsmouth.
(This sort of local post-apocalypse game could be great fun as a follow-up - provided that your players are into it.)
Themes:
Part of the idea for this campaign is to play on attitudes of the
time. 1850 puts the game right after one of the Cholera epidemics in
New York's history, and the rich of New York (and other cities) worried
about the toxic miasma generated by the poor and their squalid
conditions. It is not until much later - after Jacob Riis has
photographed the tenements of New York and given a face to the
conditions there (http://en.wikipedia.org/wiki/How_the_Other_Half_Lives)
- that things begin to change in a meaningful way. In fairness,
several religious groups tried to offer aid (as Father Brendan does in
this story), but their efforts were often short-lived and disorganized.
In
the real world, these conditions truly came to a head in the New York
Draft riots a few years later. In this story, there is a Mythos
explanation for the potential violence and horror that's brewing in New
York - but it is still the result of a terrible situation going ignored
and unchecked.
Many of the locations described in Gangs of
New York were demolished in the years to come. While this has a
reasonable, real-world explanation (the city was attempting to break up
the slums and condemn the tenements) the subsequent destruction of the
Bowery and in fact the whole Five Points arrangement of streets should
suggest some occult significance to any Cthulhu-minded Keeper.
Motifs:
The parasitism of Glaaki parallels the Cholera disease. Without going too far into molecular biology, the bacterium
Vibrio cholerae often does not cause disease - but it can become infected with a virus that effectively teaches the
cholera bacterium to produce a deadly toxin. Under these circumstances,
Vibrio cholera becomes
a deadly infection itself, and both the bacterium and the virus
multiply extensively in sick humans. In this metaphor, Glaaki
represents the virus, recreating its human hosts to suit its needs.
Some
of the symptoms of cholera may be adjusted for those infected with
Glaaki's toxin. Not the copious production of rice-water stool, but the
dehydration of the victim leaves them with thick, oozing blood - and
not much of it. Sunken eyes, shrivelled fingers, and a constant thirst
may accompany later stages of infection with the toxin.
The
symbolism of a cleansing flood is hardly new, either. Since many
adventures involve villains who wish to wash the world away to re-invent
it, Father Brendan truly believes that he is saving the people of New
York by bringing them into communion with Glaaki. The ritual that
creates Nodes is meant to represent both a baptism and a sympathetic
connection to the idea of drowning the city.
However,
if you prefer, he could be a less earnest and more vengeful
individual. In this case, his "ark" consists of those infected with
Glaaki's poison; they will be the survivors of the deluge.
Players
with Theology as a skill, or possibly Reassurance, may try to convince Father Brendan that he is
overreaching himself, or remind him of the Old Testament's promise not
to flood the world again. These are excellent angles - but they may
find that the ritual has been sent in motion already or that Father
Brendan considers his bond with Glaaki to be a new convenant.
For a pulp game, an unrepentant Father Brendan is probably best.
For
a purist game, Father Brendan may realize the error of his actions and
seek repentance - only to be controlled like a puppet by Glaaki, who has
grown in strength.
Tinkering:
The overall frame can be adjusted in several ways:
- If the players would like to play philanthropists or others investigating the slums, no major changes are necessary. The gangsters will be initially more hostile, and there is a good chance of them being robbed. However, the placement of clues does not need to be changed much, and dedicated investigators will persevere through these obstacles. (If not, and they'd already made contact with Father Brendan or the ghouls, they may find themselves receiving notes, gifts, and ultimately visits from interested parties.)
- If the players decide to side with Father Brendan or the rest of the Swamp Angels, then play up the rivalry between those who simply want to live forever as gangster-kings of the slums and those who truly believe in Glaaki and its healing touch. Things are likely to get ugly as two factions of undying gangsters try to figure out how to incapacitate or kill each other. (Lengths of chain and water are likely to be involved.) In addition, the ghouls are likely to target the player characters as the newest members of the Swamp Angels. Overall, siding with the Glaaki-worshippers is absolutely not an easier path.
- If the players side with the ghouls (either out of opportunism or because the ghouls are impersonating a dead relative*) then the ghouls will offer their aid. However, the ghouls are doing so for their own reasons and will want something in return. They may demand that the investigators eat suspicious cured meat, carry out strange rituals of their own, or deliver threatening missives to those that have offended the ghouls. If the ghouls' larders are starting to run low, they may even call upon the investigators to empty a flask into several wells around the city - leading to another cholera epidemic. (If the characters carry out this action, a sizable stability hit is justified. The ghouls would gleefully inform them what's coming.)
The ghouls may lie as well - while they have rituals to drive off or even bind those infected with Glaaki's toxin, they have no cure for it.
* If there is an investigator who's taken the "In the blood" drive, the ghouls may even
be one of their relatives.
Fine-tuning the game - One-shots versus Campaign play:
If running in a campaign type environment, the game is meant to go for 3-6 sessions. The length will depend on how aggressively players chase down clues and how much they decide to prepare for any confrontration with the Swamp Angels or Father Brendan. I also recommend scaling the number of ritual sites based on your number of players and their interest in the subplot. Three's not a bad place to start - the real goal of that is to make the party make a hard choice about splitting up and dividing their resources. Two sites would be fine for smaller groups.
If running the game as a one-shot, I recommend scaling back much of the investigative complexity and the various groups scheming against each other. In this case, all the Swamp Angels should be working in concert, won over by Father Brendan's rhetoric. The ghouls may not appear at all or may be very straightforward.
In a one-shot, you are on a limited schedule - so the minions of Glaaki are too. Try and start them waist-deep in Lovecraftian weirdness, rather than a slower burn. For instance, players trying to win the trust of the Swamp Angels should be given a strange sliver of the Idol or tasked with collecting a vagrant for one of the ritual sites. Make it so virtually everything is set-up already; perhaps the investigators come across one ritual site immediately after the ritual or during it*. Then use only one additional ritual site; even if they find a way to deal with that, there's still the Fragment in the sewers.
* Unless your players are extremely clever investigators or use their point spends, of course. In that case, feel free to have them arrive as the ritual is being set up - they may be in for a fight, but interrupt the ritual and buy themselves some time.