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Monday, February 23

Call of Cthulhu: The Mummy

Time Frame: 1920s

Dashing legionnaire Rick O'Connell and Beni his weasel of a companion, stumble upon the hidden ruins of Hamunaptra while in midst of a battle in 1923-3,000 years after Irnhotep has suffered a fate worse than death.

The investigators can be British or American archaeologists, scholars, or adventurers. A female member is ideal.

Scene 1: Picking Sides

Since only two people know of the location of Hamunaptra, the investigators will need to either hire the services of Beni, or rescue O'Connell from an execution. If the adventurers are American, Beni is much more accessible. Or if they don't like the looks of Beni (and nobody does), then they might try to dig O'Connell up from prison in Cairo. Whichever side the group takes (British or American), they will have to deal with the rival adventuring party as well as the protectors of the Mummy's tomb. Beni just wants a share of the loot, O'Connell will be happy if anyone can fast talk (or bribe) him out of the execution. One way of bribing the warden, if the investigators don't have enough money, is to take him along on the trip for the buried treasure of Hamunaptra. The investigators do have one advantage: they start out with the key to Imhotep's tomb (if you can consider that an advantage) by unearthing it at a local museum.

Scene 2: Down the Nile

Upon securing transporation down the Nile, the investigators will find their rivals are on the very same boat. This unhappy reunion will be disrupted by Ardeth Bay, the leader of a group of mysterious warriors sworn to protect the sacred burial grounds from the rebirth of Imhotep into the modern day world. These fanatics will do their level best to kill everyone in both adventuring parties, if not scare them off.

Scene 3: The Mummy Unleashed

There is a seal on Imhotep's tomb, which cannot be released without the key. There are two books, one to keep Imhotep sealed, and one to release him (the Black and Gold books, respectively). To release Imhotep requires both the lock used on the tomb, as well as on the Black book. Even if the investigators have no intentions of opening the tomb and just want to take the mummy back to England or America, the rival party will, awakening Imhotep. All hell breaks loose as he begins using the rival party to regenerate his body. Anyone failing sanity checks is likely to have something torn out of them -- be it eyeballs, jaw, skin, or worse. The flesh eating beetles run rampant here as well. Inevitably, Imhotep's presence will probably send everyone screaming into the night.

Scene 4: The Ten Plagues

As foretold, Imhotep's awesome power is manifested in corporeal form as the Mummy. His strength is inhuman. He has the power to release the ten plagues of Egypt over all the land. And one by one, the explorers fall victim to the creature's horrifying curse. With his vanish spell, Imhotep can appear and reappear anywhere, and will first kill off everyone in the rival party first. This makes for plenty of sanity checks as the investigators discover just how vulnerable they are, and just what kind of gruesome fates are in store for them. Every three days, a new plague takes place. Sanity loss increases as people begin to realize this is the end of the world.
  1. Blood: The water turns to blood. Sanity Loss: 0/1D3.
  2. Frogs: Frogs swarming all over the place is disturbing. Sanity Loss: 0/1D4.
  3. Lice: Lice spread disease. If bitten, the investigator's symptoms appear in 1D3 days. The first day of illness causes a loss of 1D6 CON, then 1D4 CON per day thereafter. The investigator can be cured with a Medicine roll, and the investigator is immune to that particular plague (but not the next). Sanity Loss: 0/1D5
  4. Flies: The flies spread disease, and of course they're the type that bite. They attack for 2D6 combat rounds before halting pursuit. Unless the victims are completely covered, there is no protection against them. An investigator who is bitten extensively and fails a CON *5 roll on D100 contracts the plague. If bitten, the investigator's symptoms appear in 1D3 days. The first day of illness causes a loss of 1D6 CON, then 1D4 CON per day thereafter. The investigator can be cured with a Medicine roll, and the investigator is immune to that particular plague (but not the next). Flies swarming all over the place is disturbing. Sanity Loss: 0/1D6.
  5. Cattle Disease: People start to panic, as cows are a major source of food. Sanity Loss: --0/1D8.
  6. Boils: This diseases shows up in 1D10 rounds after Imhotep casts it. The target can resist the spell by matching his POW against Imhotep's. The boils cause a daily loss of 1D3 CON until the victim is cured or dead. Victims also suffer a daily cumulative 5-point loss from each skill. The victim may be cured with a successful Medicine roll, and they regenerate all lost CON in 2D6 hours. Anyone who dies from the disease rises as a zombie under Imhotep's control. Sanity Loss: 0/1D10
  7. Flaming Hailstorm: This flaming hail (more like meteors) explodes buildings and sets everything on fire. Damage is 3D6 from an incidental impact, reduced by 1D6 per 10 feet from the hit. The area is always set on fire. Sanity Loss: 0/1D20
  8. Locusts: This biting swarm of insects is spewed from Imhotep's mouth. They attack for 3D6 combat rounds before halting pursuit. Unless the victims are completely covered, there is no protection against them. An investigator receives 1D6 hit points of damage per round of biting.
  9. Haboob: This sandstorm makes it impossible to see, cloaking the entire area in pitch darkness. All skill thresholds are lowered to 01. Sanity Loss: 0/1D20+1
  10. Death of First Born: After 1D6 rounds, anyone who is a first born child suffers 1D3 hit points as his skin forms large blisters. The next round, he loses another 1D6 hit points. The third round and every round thereafter, the victim bursts into flames and loses 1D10 hit points. It is impossible to render aid as the victim burns from the inside out. Sanity Loss: 0/1D20+2

Scene 5: The Final Showdown

The Gold Book, discovered in Imhotep's tomb, is the key to destroying him. Imhotep will kidnap a female character (preferably an investigator, or alternately, Evelyn if she is in the rival party and still alive) and attempt to use her as a vessel to resurrect his lost love. For Imhotep, transporting to Hamunaptra is easy -- he just casts his special form of vanish. For the adventurers, it's not nearly as easy. They'll need to find Winston, an old RAF pilot, who is the only man with a airplane for miles around. Alternately, if one of the investigators knows how to fly a plane, he may be able to try his hand at it. Imhotep is well-guarded by guards and traps.

To bring Anck-Su-Namum to life, Imhotep must first summon her spirit with remortification. Then, he casts bind soul to remove Evelyn's spirit to make way for Anck-Su-Namum. With the spirit safely within her body, he then must cast resurrection to complete the reincarnation of his lost love.

During this time, Imhotep's priests will first defend him, then the warriors. Flesh beetles, having been awakended in an early scene, now patrol corridors in droves, eating everything in their path. If remortification is cast but not the other spells, Anck-Su-Namum will animate her own corpse to speed up the investigator or Evelyn's death.

If the gold book's spell is performed, Imhotep's curse is reversed and he becomes human. Then his ka containers must be found and destroyed. Then, it's just a matter of killing him. Imhotep's death causes Nodens arrival in his spectral steed, and he is swept off to his fate. All mummies collapse, and the entire pyramid begins to sink beneath the sands.

Statistics

GOOD GUYS

Rick O'Connell, legionnaire

DESCRIPTION: Seeking adventure in Egypt, American Rick O'Connell decided to join the Foreign Legion. While fighting an army of ferocious Tuareg Horsemen, O'Connell stumbled upon an undiscovered Egyptian burial site. Intrigued by the chance of a fantastic discovery, he and his fellow explorers, Evelyn and Jonathan uncover Egypt's most horrifying secret.
STATS: STR 15, CON 16, SIZ 12, INT 11, POW 12, DEX 14, APP 12, HP 14, MV 12, DB +1D4, SAN 80, EDU 14, IDEA 55%, LUCK 60%, KNOW 70%
WEAPON: Rick is fond of pistols and carries at least six on him at all times. He also carries a rifle. Fist/Punch: 60% 1D3+db, .45 Auto: 65% 1D10+2, 15 yds
ARMOR: Rick doesn't wear much in the way of armor.
SKILLS: Dodge 28%, Drive (Auto) 40%, Fast Talk 55%, First Aid 30%, Hide 40%, History 20%, Jump 25%, Listen 25%, Own L (English) 55%, Ride 5%, Sneak 40%, Spot Hidden 25%, Swim 25%, Handgun 65%, Rifle 30%, Shotgun 25%

Evelyn Carnarvon, egyptologist

DESCRIPTION: Clever but clumsy Egyptologist Evelyn Carnarvon relives the glory of ancient Egypt in picture books and manuscripts at Cairo's Museum Of Antiquities. Life among her books was dull indeed. With the help of a certain dashing American, Evelyn's life is about to become a whirlwind of romance, danger and a chance to make the greatest archeological discovery, ever.
STATS: STR 10, CON 9, SIZ 10, INT 17, POW 16, DEX 7, APP 14, HP 10, MV 12, DB 0, SAN 75, EDU 23, IDEA 85%, LUCK 80%, KNOW 99%
WEAPON: Evelyn doesn't carry a weapon and doesn't know how to use one either.
ARMOR: Evelyn doesn't wear armor.
SKILLS: Anthropology 25%, Archaeology 50%, Conceal 25%, Dodge 14%, History 85%, Library Use 75%, Natural History 35%, Occult 55%, Own L. (English) 85%, Other L. (Ancient Egyptian) 55%, Ride 30%, Swim 25%, Handgun 20%

Jonathan Carnarvon, scholar

DESCRIPTION: Evelyn's mischievous older brother Jonathan, also a scholar, devotes more time exploring Cairo's local bars than to his studies.
STATS: STR 10, CON 9, SIZ 10, INT 17, POW 16, DEX 7, APP 10, HP 10, MV 12, DB 0, SAN 75, EDU 23, IDEA 85%, LUCK 80%, KNOW 99%
WEAPON: Jonathon carries .30 carbine: 40%, 2D6, 50 yds.
ARMOR: Jonathon doesn't wear armor.
SKILLS: Anthropology 25%, Archaeology 50%, Conceal 25%, Dodge 14%, History 85%, Library Use 75%, Natural History 35%, Occult 55%, Own L. (English) 85%, Other L. (Ancient Egyptian) 55%, Ride 30%, Swim 25%, Handgun 20%

Ardeth Bay

DESCRIPTION: Ardeth Bay is the leader of the mysterious group bent on protecting the Mummy's tomb from being revealed. He is committed, but he also recognizes that the investigators intentions are pure. If they prove to their commitment to prevent Imhotep from rising, he will help them.
STATS: STR 15, CON 16, SIZ 12, INT 11, POW 12, DEX 14, APP 12, HP 14, MV 12, DB +1D4, SAN 80, EDU 12, IDEA 55%, LUCK 60%, KNOW 70%
WEAPON: Ardeth uses a rifle and sabre. Fist/Punch: 60% 1D3+db, .30-06 Bolt-Action Rifle: 65% 2D6+4 damage, 110 yds
ARMOR: Ardeth doesn't wear much in the way of armor.
SKILLS: Dodge 28%, First Aid 30%, Hide 40%, History 20%, Jump 25%, Listen 25%, Own L (Egyptian) 80%, Other L. (English) 55%, Ride 40%, Sneak 40%, Spot Hidden 25%, Swim 25%, Handgun 65%, Rifle 65%

Mysterious Warriors

DESCRIPTION: These mysterious men dressed in all black are specialists at assassination. Their first attempts will be to warn the investigators off, but they will resort to murder if necessary to gain the key in the investigator's possession, and any other artifact tied to resurrecting Imhotep.
STATS: STR 15, CON 16, SIZ 12, INT 11, POW 12, DEX 14, APP 9, HP 14, MV 12, DB +1D4, SAN 60, EDU 12, IDEA 55%, LUCK 60%, KNOW 70%
WEAPON: The mysterious warriors will use any archaic weapon, pistols, and rifles . They prefer to strike with suprrise first. Fist/Punch: 60% 1D3+db, .30-06 Bolt-Action Rifle: 65% 2D6+4 damage, 110 yds, Sabre: 50% 1D8+1+db
ARMOR: The mysterious warriors do not wear much in the way of armor.
SKILLS: Dodge 28%, First Aid 30%, Hide 40%, History 20%, Jump 25%, Listen 25%, Own L (Egyptian) 80%, Other L. (English) 55%, Ride 40%, Sneak 40%, Spot Hidden 25%, Swim 25%, Handgun 65%, Rifle 65%

Henderson, Daniels, Burns

DESCRIPTION: This is the rival American team (if the investigators are British). They represent everything bad about Americans: boorish, loud, and all too eager to shoot things. They act a lot like cowboys, whooping it up and thoroughly enjoying any firefight they should get into. They are also woefully unprepared for any supernatural horror and their minds will snap like twigs when faced with the gruesome presence of Imhotep and his minions.
STATS: STR 13, CON 15, SIZ 15, INT 9, POW 9, DEX 13, HP 15, MV 12, DB +1D4, SAN 60
WEAPON: .38 Revolver 35%, damage 1D10, Fist/Punch 40%, damage 1D3+db; they are all fond of firing with two pistols at once (reducing their hit percentages by 1/5th).
ARMOR: None.
SKILLS: One of them, it doesn't matter who, has some knowledge of archaeology.

BAD GUYS

Imhotep, High priest of Osiris

DESCRIPTION: In 1,719 B.C. in the Egyptian city of Thebes, a forbidden love between the evil high priest Imhotep and Anck-Su-Namum, the Pharoah's mistress was exposed. When Anck-Su-Namum took her own life, Imhotep's subsequent act of desperation in Hamunaptra, the City of the Dead, defied the gods.

For his unholy acts, he was given the ultimate curse - his mummified body would remain undead for all eternity - a torturous existence, but one that would cease should his rotting corpse ever be released. As Imhotep's screams of pain from within the sarcophagus grew muffled while he was lowered into the earth, the curse was set in motion, and his evil, vengeful heart lay beating in the dark, growing stronger and stronger.

Imhotep's goals are threefold: he must first reintegrate his body. As the harbinger of Nyarlathotep, he is the bringer of the plagues and ultimately, the harbinger of armageddon. The only goal he feels passionately about is to reunite with Anck-Su-Namum.

  • To achieve reintegration, Imhotep uses the following spells on victims: graft flesh, transfer body part, transfer organ. He is quite happy to take these body parts from living beings.
  • As a harbinger of doom, he enacts the various plagues with the following spells: alter weather, bring haboob, bring pestilence, summon plague.
  • To reunite Anck-Su-Namum, Imhotep must first summon her spirit with remortification. Then, he casts bind soul to remove Evelyn's spirit to make way for Anck-Su-Namum. With the spirit safely within her body, he then must cast resurrection to complete the reincarnation of his lost love.
Imhotep is not without his weaknesses. He is terrified of cats, as the priests of Bastet were powerful enemies to his cause. The presence of any living cat acts as if it were an Elder Sign, and Imhotep will immediately cast vanish to leave its presence.

Imhotep cannot be killed unless his ka containers are found and destroyed. Then he becomes a normal human being and can be killed normally without benefits of armor or resistance to impaling weapons. Upon dying, Nodens arrives in a spectral chariot to collect his soul.

STATS: STR 22, CON 19, SIZ 13, INT 86, POW 100, DEX 19, APP 18 (1), HP 15, MV 6, DB +1D4
WEAPON: Fist 70%, 1D6+d6, Grapple 25%
ARMOR: 2 point skin; impaling weapons are useless unless severing a limb or head
SKILLS: Move Quietly 50%, Stalk 40%
SPELLS: alter weather, apportion ka, bind soul, bring haboob, bring pestilence, dominate, enchant flesh, enchant sacrifical dagger, enthrall victim, graft flesh, part sands, remortification, resurrection, summon plague, transfer body part, transfer organ, vanish (dissipates into a sandstorm - Imhotep requires no box for this spell, and can take up to two people with him)
SANITY LOSS: 1/1D8 Sanity points to see Imhotep

Mummy Priests

DESCRIPTION: Imhotep's loyal priests were horribly tortured upon his entombment. Their tongues were torn out and their limbs were broken. This has impaired their combat abilities in undeath, as most walk with limps and have gnarled limbs.
STATS: STR 15, CON 15, SIZ 13, INT 1, POW 1, DEX 7, HP 14, MV 6, DB +1D4
WEAPON: Fist 25%, 1D8+1+db, Grapple 25%
ARMOR: 2 point skin; impaling weapons are useless unless severing a limb or head
SKILLS: Obey Command 99%
SANITY LOSS: 1/1D8 Sanity points to see a mummy priest

Mummy Soldiers

DESCRIPTION: Unlike the mummy priests, these mummies were not tortured in death. They are terrifyingly fast and deadly warriors, even in undeath.
STATS: STR 20, CON 17, SIZ 13, INT 10, POW 15, DEX 12, HP 15, MV 6, DB +1D4
WEAPON: Falchion 70%, 1D8+1+db
ARMOR: 2 point skin; impaling weapons are useless unless severing a limb or head
SKILLS: Move Quietly 50%, Stalk 40%
SANITY LOSS: 1/1D8 Sanity points to see a mummy soldier

Flesh Beetles

DESCRIPTION: These beetles lay dormant in gem-like containers which were vacuumed sealed by the ancient Egyptians. They begin to hatch once a source of warmth comes near (like human flesh). These beetles travel in massive swarms and leave only the bones of their victims behind
STATS: STR 1, CON 2, SIZ 1, INT 1, POW 1, DEX 13, HP 1, MV 4, DB 0
WEAPON: Bite 35%, damage 1 - for purpose of inflicting damage, 35% of every 100 beetles inflict damage (thus a swarm numbering 300 beetles inflicts 105 damage)
ARMOR: Swarms of these beetles remain intact until at least 75% of the swarm has been destroyed. Any particular swarm consists of 1D4*500 of them.
SANITY LOSS: 0/1D4 Sanity points to see a flesh beetle swarm.

Beni

DESCRIPTION: Professional thief Beni has only two things on his mind: Treasure and more treasure. Images of Egyptian gold, rubies and amber dance like mirages in his head. Even the terrifying power of the Mummy's curse isn't enough for promise of uncovering the hidden riches of Hamunaptra. If the investigators choose to free Rick O'Connell, then Beni is their only lead to the city of Hamunaptra. Beni is a backstabbing, sneaky little weasel of a man and once Imhotep finds him (as he most assuredly will), he'll throw his lot in with Imhotep.
STATS: STR 11, CON 16, SIZ 11, INT 11, POW 12, DEX 16, APP 6, HP 14, MV 12, DB +1D4, SAN 80, EDU 12, IDEA 55%, LUCK 60%, KNOW 70%
WEAPON: Fist/Punch: 60% 1D3+db, .45 Auto: 65% 1D10+2, 15 yds
ARMOR: Beni doesn't wear much in the way of armor, but he does carry a holy symbol from every religion. The Star of David is what identifies Beni as Jewish and thus Imhotep believes he can be recruited to his cause.
SKILLS: Dodge 28%, Drive (Auto) 40%, Fast Talk 55%, First Aid 30%, Hide 40%, History 20%, Jump 25%, Listen 25%, Own L (English) 55%, Ride 5%, Sneak 40%, Spot Hidden 25%, Swim 25%, Handgun 65%, Rifle 30%, Shotgun 25%

Anck-Su-Namum

DESCRIPTION: Anck-Su-Namum will only animate if the first spell of Imhotep's is cast, but not the others. She will animate her corpse to speed up the process of reanimation by killing the female receptacle's body or whomever is defending it.
STATS: STR 20, CON 17, SIZ 13, INT 10, POW 15, DEX 12, HP 15, MV 6, DB +1D4
WEAPON: Falchion 70%, 1D8+1+db
ARMOR: 2 point skin; impaling weapons are useless unless severing a limb or head
SKILLS: Move Quietly 50%, Stalk 40%
SANITY LOSS: 1/1D8 Sanity points to see a Anck-Su-Namum
Resources

Books

Movies

  • The Mummy - Widescreen Collector's Edition (1999) -- Fraser, Weisz; DVD Keep Case
  • The Mummy -- Fraser, Weisz; VHS

Music

  • The Mummy: Original Motion Picture Soundtrack [SOUNDTRACK] -- Jerry Goldsmith; Audio CD

Role-Playing Games

  1. Call of Cthulhu (Call of Cthulhu Roleplaying Game) -- Sandy Petersen, Lynn Willis (Editor); Paperback
  2. The 1920S Investigator's Companion: A Core Game Book for Players; Paperback
Links

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posted by Mike Tresca at 9:51 PM


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