deProfundis - by Anders Olausson & Jonas Hedkvist, (C) 1994

This is a Cthulhu Now game that takes place in Oldham, England and is supposed to be played by four to six experienced players and preferably an experienced keeper. When our gaming group played this game, we took a new look at Call of Cthulhu and decided to make a change in play. This change can be found below, under Optional Characters. As the title suggests, this variant is merely optional and can be ruled out as silly or stupid if the keeper and the players feels that's the case. If this is done, continue to Keeper's Background and play as it is written. Keep in mind though that it is very wise to read through the whole scenario before trying to play it. Enjoy...

Optional Characters
This way of gaming is to be done only if everyone in the gaming group agrees on it. Otherwise it won't be as fun as it is intended. It demands a bit of work from the keeper on the scenario, but could prove to be twice as fun (if that's possible).
The idea of this special game thinking is that the Players are the investigators. Yes, that's right. The players that have always played a character of their imagination (and random dice rolls) will now get a chance of playing themselves. They will roll some dices and make some skills for themselves that fits with who they really are. It is them that will be faced with the evil of the Mythos instead of some fictious character. That will probably be quite a thrill for them. 
This idea arrived when we started to talk about Lovecraft's stories. We soon came to the conclusion that one of the main reasons of why it was so scary as it was, depended on the fact that Lovecraft wrote most of the stories in first person. With this, one got more feeling for the poor unfortunate men that was faced with the unspeakable horrors of the Cthulhu Mythos. And, we thought, what could be more scary than if the players were confronted with the dreaded horrors themselves ?
Therefore we made up a little plan to create yourself as a Call of Cthulhu character.

1.	First decide the EDU of the player. This is done simply by calculating how 	many years the player have gone to school, if he has any degrees or such.
2.	Then decide the SIZ of the player. This is done by measuring how tall and 	how much the player weigh.
3.	Then roll five 3D6 and one 2D6+6. No matter what the outcome of the 2D6+6 dice is, this is a number like all the others (not necessarily the INT score). Then place out the numbers at the different characteristics that seems to fit best. If there is an obvious problem here (no number came so low to match the players APP for instance), the keeper can either add or subtract some numbers to make it more real (but only if he gets something in return from the player of course).
4.	When the characteristics are placed out, calculate the attributes as usual (damage bonus, Idea, Luck, Know, SAN, Magic Points & Hit Points).
5.	Now it's time to place out the skills. You will soon realise that the amount of 	points you're allowed to use are nowhere near what you really know and can 	do. However, these are the rules so you'd better stick to them. The placing of 	skill points are simple; just place them as you think they might best be suited 	and then let everybody else in the group complain and reorganise them or just agree. At this time you can also use the opportunity of getting skills you've never gotten before, like Cooking, Fishing or Watch TV. Do this as honestly as possible and everything will be so much more fun. 
6.	Place a photo of yourself in the portrait box or have a friend draw a picture.
	The write down the history of the player, where he's lived, which friends he 	have and so on. Now your player is ready to go out and face the horrors that he has only read and played about before. 

The whole process of creating oneself should be conducted when everyone in the gaming group is present. This way, they can argue whether a player actually has better DEX than INT or if they really have 65% in Drive Auto. If it done this way it usually comes together as believable characteristics and skills.
The hardest thing about playing oneself is if the investigator dies or goes insane. Then there is no other character that can be fitted in easily, but since this scenario will not take more than a few evenings of play (hopefully), this can be ignored if the players are made aware of this fact. This way, they will probably be even more careful when searching those abandoned houses or talking to a man in black.
To make the experience of playing oneself ultimate, the best way is to let the scenario take place in or around the players own neighbourhood. Since this scenario is described to take place in Oldham, England, some things will probably have to be changed by the keeper to fit the players. Since this is a task that can be hard or easy, depending on where you live, I have decided not to write to much about it except point out a few factors that are of importance:

*	The place where the scenario takes place needs to be in a smaller community. If you and your players live in a big city, have an excuse for them to move to a 	smaller town or village a bit from the city.
*	A bigger town or city has to lie nearby (this is where dePalermo is taken when 	he is autopsied). It needn't be a major town as long as they have a rather big hospital.
*	The small town where the scenario takes place has to have an old church. If 	this is not possible, pretend that there once was a church there but that it (maybe) burned down some thirty years ago and was never rebuilt. Have another house stand where the church once stood (for when the investigators goes to Bothnius secret chamber below the church).
*	The years and names of places in the scenario of course needs to be changed. 	This shouldn't be a very hard task, so I won't say much about it. 

With this in mind, deProfundis should be a fun game to play, both for the players and for the keeper.

Keeper's Background
Nicholas Olaui Bothnius was a priest that was born in Oldham, a small village about 20 miles outside Bristol, England, and who became famous enough to have some words about him in almost every encyclopaedia. He was born sometime in the 1550s, became Archbishop 1599 and died 1600. In this adventure it is speculated that he, during his research, came in contact with the Cthulhu Mythos and became a faithful devotee. This scenario claims the following:
Bothnius goal was to tear down the walls that imprisons Y'golonac, and to free this Great Old One. He didn't quite make it during his lifetime, because he was murdered by people with other interests. A couple of his friends preserved his essential salts and hid it according to his wishes so that he could be resurrected later.
Now, 1995, a new priests comes to Oldham. His name is Paulo dePalermo, and he is originally Italian. He has always been interested in history, old customs and such. He discovered Bothnius old writings, placed away by the church, unread since Bothnius days since he was very linguistic and some of the languages he wrote in was unreadable for the other priests. dePalermo thought that he had found a goldmine of interesting writings, and he started to study the writings. 
Among the scriptures was a hand-written Latin translation of "Revelations of Glaaki". This book has a connection to Y'golonac and now the small god sees a chance to get back to business. He possesses dePalermo's body, and then works furiously determined. Y'golonac has finally gotten a possibility to have a physical shape. He realises however that he can't exist in dePalermo's body for a longer time without the people around him would start to notice an apparent change, and maybe eventually put him under psychiatric care. Y'golonac finds this unnecessary, since it's a body he needs, and therefore he plans to "murder" himself (dePalermo actually) and dePalermo's wife. First he sends a Christmas card to the other priests in Oldham and two other persons, a grave-digger and an alcoholic ex. sailor. On this card is written a short excerpt from the "Revelations of Glaaki" so that Y'golonac will be able to possess these people later. He then summons a Dimensional Shambler to kill him and his wife, and then he intends (after dePalermo is buried) to live in dePalermo's body with one goal in mind: to resurrect Nicholaus Bothnius and then, together with him, continue the work to free Y'golonac completely.
Unfortunately for Y'golonac, there are some investigators visiting a friend that lives next to dePalermo house.

Oldham
As mentioned earlier, Oldham is a small village located some 20 miles south-west of Bristol. It has a population of about nine thousand people, scattered around some farms and the centre of Oldham. Oldham was founded as early as 1496, but didn't become a larger village (large meaning more than five hundred people) until 1530 when a stone church was built. This area round the church is considered the centre of Oldham although it's "moving" more and more as the village grows. The stone church is very high, made up in a cross shape and is clearly visible from a long distance. Next to it stands a clock tower, also built by stone, some ten meters high. Around the church is a small stone wall, no more than a meter high, and the grass between the wall and the church has an occasional gravestone. On the outside of the small wall is a road that leads to the church cottages. These are small wooden buildings that was used to house those who came from a long distance when it was a long church holiday (like the Easter holiday). They were often used by two families at the same time, one on each floor (there are often two floors and a cellar in almost every church cottage). There are now approximately one hundred of these church cottages left around the church, but none is used nowadays, except maybe for fun over a weekend during the summer or so. All of these church cottages are crammed together on a small space which means that there are only small paths between the cottages and often no paths at all. One can easily look into one cottage from another by looking through the window. A few hundred meters from the church is the old graveyard, surrounded by a two meter high stone wall. Close to the graveyard is a building known as Margaret's Haven. This serves as a restaurant at funerals and weddings, a storage for old things (in the cellar) and as office for the parish's priests and graveyard workers (more on Margaret's Haven later in the scenario). 
There are lots of open areas in Oldham where the only thing growing is an occasional oak or pinetree, and it's a flat landscape. A railroad runs through the middle of Oldham but there is no station there. If anyone want's to take a train ride, they have to go to Bristol, but there are busses that leaves once every hour to Bristol so getting there shouldn't be of any problem. 
A bit outside of Oldham lies a place known as Old Grane, an area of furtive land, used by farmers to grow potatoes and such. It has a few buildings left from the early 17th century when the place was used as a King's Quarter (see The Strange Book). Nowadays, these buildings serve as a museum of some sort. It's not the actual museum, but it's managed by them. Here they show how it was to live during the 17th and 18th century, with army uniforms and wax dolls in real situations (a woman near the stove, a young man cutting wood and so on). More on Old Grane can be found within the scenario.

Investigators Information
The investigators comes to Oldham to visit an old friend, a certain Harold Emry. If they don't know each other from the start, they can learn about the others when they arrive. It's Harold's 50th birthday so he has invited a few of his friends (around ten persons). They all know Harold well, he is quite a successful businessman so he will even pay for the tickets to Oldham if they go by boat because that's a lot cheaper than flying. The boat journey will take three days from New York and will pass without disturbances. The weather is very good and everything seems to be going great. Harold Emry will have his party on the 15th of August, but he has asked the investigators to come a few days earlier, so they will arrive on the 11th at 10 am. Harold will be there and pick them up and then they will go to his house. The investigators are supposed to sleep in the guest house where there are five beds, but one additional can be put there without making it too crowded. Harold explains that there will come some other guests later, but they will sleep in a hotel because they will only stay for two days. For the time being the investigators are the only guests. Harold has no wife or children, so that's probably why he asked the investigators to come a few days before the actual party - he feels lonely. However, on the first evening that the investigators sits and talk with Harold, a nightmare that they couldn't even imagine will start in the house next door...  

Suggested timeplan for de Profundis
11th August	1.49 am	dePalermo and his wife are "murdered" by a 					Dimensional Shambler
(after police investigation)	dePalermo (and wife) are sent to Bristol for autopsy
11 am				Angus Ljungstrom kills Arthur Boxwell and takes a 					hostage in the computer room at Armforths Public 					School
12th August			dePalermo's murder is mentioned in newspapers
			2.05 am	Stuart Rimmer is murdered. Will be mentioned in 					the evening papers. dePalermo has broken out of the 					morgue. Will be autopsied later
			9 pm - 6 am	the police will guard the Cement Factory without 					noticing the next murder of Rupert Laguhlin (see 					below)
13th August	1.55 am	Rupert Laguhlin is murdered 
					dePalermo and wife are still being examined in 					Bristol 
			8 pm - 7 am	The police will guard the Cement Factory really 					close without noticing the murder of Ralph Morris  					(see below)
14th August	2.12 am	Ralph Morris is murdered
					dePalermo is in Bristol waiting to be shipped to 					Oldham
			10 pm - 6 am	The police will guard the Cement Factory casually 					without noticing the murder of Mary Palmer (see 					below)
15th August	2.28 am	Mary Palmer is murdered
					The dePalermo's are taken to Johnson's Funeral 					Service, Oldham
					The police will no longer guard the closed Cement 					Factory
					Harold Emry has his party
16th August	00.58 am	dePalermo sneaks out of Johnson's Funeral Service 					and takes another victim to the Cement Factory
			3 pm		dePalermo is "buried", but has sneaked away and 					kidnaps a priest for a later sacrifice
17th August	2 am		dePalermo tries to free Bothnius from the clock 					tower
18th August			dePalermo and Bothnius works out a plan in 					Bothnius secret chamber below Oldham's church
19th August	8 pm		The ceremony starts. Bothnius and dePalermo walks 					in the labyrinth below Old Grane
19th August	midnight	The 24-hours ritual will start
20th August	midnight	The 24-hour ritual has ended. The walls collapse, 						Y'golonac rises and walks through the gate
21 August		00.05 am	Bothnius destroys the gate and thus seals the fate of 					Earth

The Fake Murder
The investigators are gathered at the home of  Harold Emry and are sitting and discussing the facts of life in the living room. The hour gets late, very late and when it's about 1.30 am someone opens the windows to let some fresh air in the room. The air is warm, yet cooling, and it brings a nice smell of summer in the house. Suddenly a terrified scream tears through the night. It is a woman screaming, but the sound is sharply cut of. The sound came from a neighbouring house. If the investigators hurry somewhat, they will get to the scene before the Dimensional Shambler has had time to change planes.

Dimensional Shambler  (Lesser Independent Race)
STR 17	Weapons:
CON 16	2 Claws 50 %  1D6+1D8
SIZ 20
INT 8		SAN loss: 0/1D10	HP: 18
POW 11
DEX 10	Armour: 3 pts hide
Move: 7	Knows no spells

A big hedge (about 2 meters) surrounds the house. The investigators will have to either go round the house (to where the door is) or force their way through the hedge. On the lawn is another, smaller hedge, shaped in a U-form. In the middle of this hedge is a small stone table. It is used as a usual table during those hot summer days when one wants to sit outside and drink a cool lemonade. Some small bushes are also planted on the lawn.
The investigators will not hear any sound when they approach the house. No one else seemed to have heard the scream. When the investigators reaches the house they will find it shut tight. The door is locked and only one window is open (the bedroom window) and the glass is replaced with a mosquito-net. For every investigator who enters the house and miss/doesn't make a Sneak-roll, the Shambler will have 15 % chance of hearing the intrusion and be able to prepare itself for battle. If the Shambler isn't prepared of the sudden appearance of the investigators, they will find him in the bedroom, at the end of the bed, just about ready to change planes (he has spent the Magic Points necessary, but will not leave, instead he will attack).
It is absolutely quiet in the house, except for a soft, hollow, spinning sound (an Idea-roll will let the investigators understand that it is the kitchen-fan which is turned on the lowest level). The investigators will notice a strong, sticky and just a little bit annoying smell coming at them as they enter the house. The smell isn't stronger or weaker anywhere in the house. The bedroom door is closed and nothing can be heard behind it.
If the investigators sneaks around on the outside of the house to check out the window for the bedroom (the opened one), they will have to make a SAN for 1D4/1D10 if they look in through the window. The same goes for investigators who opens the bedroom door after a successful Sneak. In both cases, they will be met by a hideous sight, embedded in the smell of warm blood, but also the foul scent of something else.
In the double-bed lies the priest and his wife, mercilessly slaughtered by the Dimensional Shambler who now - annoyed - turns to the investigators. The Shambler is standing at the end of the bed, both claws raised, dripping with blood. The couple in the bed are under the cover. The woman lies away from the wall, close to the Shambler, and it seems as no one of the pair actually had the time to move. This might seem odd, if the investigators thinks about it, because the woman's scream should have woken the man up, and he would maybe have tried to flee. Of this there is no sign.
The woman has been killed when the Shambler cut right through both the cover and her. She clutches the end of the cover tightly. The man have been hit with one direct blow to the head by the claws, and must have died instantly. If the Shambler have become aware of the investigators before they enter the room, he will hide behind the door (which opens inward). When the investigators opens it, he will try to wait until someone is standing within the doors turning radius, and then simply tries to knock down the door on the investigators and then standing on the door, crushing the poor investigators who is stuck under it. He will then be ready to fight the others. Any investigators who is in the danger-zone of the door-trick will take 1D6 damage if they ends up under the door.
If the investigators surprises him, he will fight them just as brutally as he would otherwise. If the investigators kills the Shambler, he will return after a short while to his natural plane of being. There will be no sign of him left in the house (except maybe some blood).

Further Clues In The House
There seems to be no explanation for the smell which is everywhere in the house. Harold Emry can tell the investigators that the persons were called Paulo and Maria dePalermo and that they moved here only three weeks ago. He thinks that the man was a priest.  If the investigators look around, everything doesn't quite seem to be in order yet. The priests' study contains every paper concerning the immigration (they are all in order).  A study of the books which have been unpacked in his study shows of great interest in history. Here one can find books in English, Swedish, French and Italian. On his desk are a small pile of very old books. All of these are lacking a title. Two are written in Polish, one in Latin (either that language or a knowledge roll to recognise what language it is) and two in English . The two in English doesn't seem as old as the other, but the ones in a foreign language seem to be up to five hundred years, perhaps. The foreign books have the name "Nicholas Beeder" written in an very elaborate style on the inside of the book covers.
Strangely enough, a packet of Christmas-cards are also present on the desk. In the desk drawers there is a packet of originally 25, now only 20 envelopes, and a bunch of stamps (five are missing).
The investigators can also find details of his employment as a priest with orders of work, addresses and phone numbers, employment conditions and so on. Nothing of this is out of order. 
Other books in the study points towards an interest in languages. The two mentioned English books are church writings in a historically purpose, written around 1730. To read these will take two full days and with a successful English, the investigators can learn that the priests back then were fairly superstitious. The vicar at that time, Willhelm Christopher Leew, mentions in a small passage his fear of meeting sleep in the vicarage, due to a ghost that the author either doesn't want to mention in writing or expects that the reader is familiar with. Leew has tried to negotiated with a certain Charles Moroth of the possible change of the vicarage (back to a house that obviously served as the vicarage before), but Moroth refuses to negotiate with Leew. The book is written for the church and hard to understand due to the fact that a lot of things are left out of the actual text and is supposed to be read between the lines.

The two Polish books are of little interest, they only deal with ordinary history, but the Latin book is an early Latin version of "Revelations of Glaaki" (a book that was written long before the actual "Revelation..." that is mentioned in the CoC Rulebook 5th ed.), something the investigators doesn't know. The stats for this version of "Revelations..." is:  In Latin, written ca 16th century, 1D4/1D8+2, adds 12% to Cthulhu Mythos and has a Spell Multiplier *3. Spells that are found within: Summon/Bind Dimensional Shambler, Summon/Bind Hunting Horror, Summon/Bind Byakhee, Summon/Bind Servitors of Y'golonac (see later), Shrivelling, Resurrection. 
Any investigators with a knowledge of Latin and some Mythos can glimpse through the book and say that it is a very potent source to the Cthulhu Mythos, but if they only have Latin but no Mythos, they can't get much out of it by merely glimpsing through it. A History-roll will reveal that Nicholas Beeder was the name of a known churchman that later took the name Nicholaus Bothnius. It was under the name Nicholaus Bothnius that he received all the acknowledgements and titles he later got in life.
The investigators will have to be very careful with what they do in the house. The police will arrive the next day unless the investigators reports the crime at this time, and they would be thrilled to find .45 slugs in the walls, or other proof that the investigators for some reason stayed in this house during the time of the actual killing. If the investigators doesn't report it themselves to the police, it will not be discovered until the next morning when a fellow priest (Curt Carlson) can't get hold of dePalermo on the phone, and then chooses to visit him.
If the investigators doesn't go to the house at all after the scream, they will have to deal with the facts that they can get through media. The murder is unusually gory and will be headline stuff across the hole country. As usual, the police have "secured some evidence that can not be revealed right now, due to technical procedures".

Keeper's Information: 
The Christmas cards were sent by Y'golonac in the body of dePalermo to the other priests in Oldham, Angus Ljungstrom and to a grave-digger as soon as he could. On these cards he wrote an excerpt from "Revelations of Glaaki", in order to be able to possess these five useful people in the future. No return address were given. The addresses to the other priests could be found in the employee-papers in dePalermo's study.
If the investigators will take their time and search the house thoroughly they will find a dagger of purest silver lying atop of a fireplace in the basement (more under Margaret's Haven). Carved into this dagger is a multitude of strange patterns and symbols that are ancient and impossible to understand, unless someone manages a Cthulhu Mythos-roll. If successful, the investigators will realise that the dagger is enchanted and will help you if you call a Dimensional Shambler (gives you another 10% to the chance).
The unpleasant smell is present even in the basement. Down there, the investigators can find small but comfortable arm-chairs and on a small table nearby, an ashtray and a odd-looking packet of Argentinean pipe-tobacco. There is no other sign that the priest or his wife smoked. 

The Next 4 Days  
	the bodies will be autopsied. On the fifth day after the murder there will be a 
small funeral, where only the working friends of dePalermo (and in the distance, Angus Ljungstrom) will be present. 
The police will search the dePalermo house with great care, but since there are no ordinary clues left to be found, they are puzzled (unless any of the investigators have left something for the police to find, in the terms of blood, fingerprints, bullets and such, leaving the keeper in a very hard situation, trying to determine just how much the police guess the investigators are involved in this). The autopsy will determine that the couple were killed an hour or so after midnight, and that the death was caused by something very sharp and used with excessive force. The police will determine that the woman was killed just before the man, and are left wondering about the non-existing reactions from the man. 

Keepers Information: 
This deduction that the woman was killed first made by the police (and maybe by the investigators as well) is wrong. The man was killed first, although he was harder to reach for the Shambler, lying closest to the wall. This is because it was he who summoned the Shambler and therefore is the one who got killed first. This awoken his wife who, terrified, screamed as hard as she could, just before the Shambler killed her as well.
The investigators may need an alibi for the time of the killing, being strangers in town and so on. They will also probably want to research about the new priest and his wife's actions during their time here. They can for this reason talk with any of the other priests at the church. They are:
Dan & Charlotte Richardson, Harry Nelson and Vicar Curt Carlson.

Each and every one of these priests can contribute with the following information (how the investigators will learn is up to the keeper, maybe Persuade, maybe good role-playing, maybe a combination of both):

*	dePalermo was actually a converted catholic since a couple of years back

* 	He was very interested in history in general terms, and he had a great interest 	in the history of this province. He head been given a permission by Curt Carlson to look in the parish's old books and material, locked away in an storage area in Margaret's Haven, a building which serves food at funerals and weddings as well as acts like a storage, when the vicarage was moved.

* 	dePalermo seemed very nice and ambitious in his work. He had actually been 	called in to act in an confession when a catholic came to the church and wanted to repent. There was of course no real confession (because dePalermo wasn't a catholic anymore), but since dePalermo had done those kind of things before, he could at least talk to the man. No priest will reveal the identity of the man, but if the investigators asks and succeeds in an Persuade, any of the workers who are cutting the grass and such outside the church will tell them that the repenting man was an old drunk, Angus Ljungstrom. Almost everybody here knows that he is an fifty-year old alcoholic, greyish hair, big moustache and has a lot of tattoos. One of the workers thinks that 	he was a sailor once. He lives in the outback of the village.

* 	All dePalermo's papers are in order (in case the investigators had any 	suspicions). He was taught as priest in Bologna, but moved right after graduation to England where he later gave up the catholic church and got offered a job here in Oldham

* 	Finally, the investigators who manages to roll a successful Luck and Spot 	Hidden will notice a Christmas card, similar to the ones that could be found at 	dePalermo. The card will be in the rest of the mail at the priest that they are currently talking to, pinned to the wall or something else as trivial. The card was posted two days before the murder and has no sender address. A control of this can verify that all of the priests have got similar cards with the same text on the back. If the investigators checks out the writing style of dePalermo with that of the card, they will find they are nothing alike. The text on the card is written with elaborated style (with an ordinary ball-pen) and has a very strange message:

"Beyond a gulf in the subterranean night a passage leads to a wall of massive bricks, and beyond that wall rises He to be served by the tattered and eyeless figures of the dark. Long has He slept behind the wall, and those which crawl over the wall scuttle over his body never knowing it to be Him."

This is an excerpt from the book "Revelations of Glaaki", an excerpt that gives Y'golonac the chance of whenever someone has read this, he can possess the reader as according to the rules in the CoC Rulebook 5th Ed. The priests have no idea of what it is . A successful Cthulhu Mythos can reveal that it is an excerpt from some kind of a Mythos Tome.
A hand writing test of Mrs. dePalermo is harder to come by, but with some efforts (maybe with the help of the police, if they become aware of the mysterious cards) it can be proven that her style doesn't even come close to the somewhat elderly style found on the cards.
Instead the writing does bear some similarities to the writing of Nicholas Beeder found on the insides of the old books found at dePalermo.

Margaret's Haven
If the investigators makes a successful Credit Rating or Persuade at one of the priests, they will be escorted to the storage area from which dePalermo found and borrowed the books found in his study. If they don't succeed, they can with a Mechanical Repair enter the building.
The storage area contains some old priests robes, some old paintings with unreadable signatures, some dirty candlesticks made of silver or wood, some boxes of wax candles, braided cloths and other similar things.
A large number of books are also found here, including three books carrying Bothnius signature. Two of them are in old English and one is written in a very weird language (an Occult-roll will tell them that it actually is a pure Occult- language). The investigators will need quite a high level in Occult to be able to read the weird book, and the other two books in English are just boring teachings in religion. If the investigators makes a successfully Spot Hidden, they can suspect a secret hole is placed in the cover of the book written in Occult-language, and that if one were to cut this open something just might come falling out.
Any priest who is present is very watchful, but with a successful Pick Pocket, an investigator might be able to smuggle out the book or something else of interest.
A general Spot Hidden will reveal a torn and rather mouldy, small wooden box in a corner with letters on the lid (The language is Dutch - Knowledge roll or Dutch to realise. A Dutch roll will say that the words on the lid are "Righteous Weapons").
The box seems very old and has a lock. This lock, however, is broken, it looks like it's done quite recently. In this box there is a place for two daggers, but only one is present. It is old, grey and dirty, and seemingly quite useless. But if the investigators have seen the dagger in dePalermo's cellar, they will recognise this one as its twin. If the investigators polishes it, it will look the same and have the same powers. For both the daggers the facts are: 1D4+2 normal damage, but with a bonus of +1 when it is used against Mythos creatures. +10% to the chance to hit when used against Mythos creatures. Basic Skill 25 %.
If asked, the priest will tell them that the box is probably some kind of war treasure from some very old war (Not meaning WW1 or WW2). He will say that there is probably more of that kind of stuff some other place, but he don't know were. The daggers have the same relief on the end of the handle, a strange symbol that is (according to a Cthulhu Mythos roll) connected with Eibon.

The Strange Book
To understand the writing of the book, the investigators must have at least 50% in Occult. It will take 20 hours and a successful Occult roll to understand. It is written by Nicholaus Bothnius around 1580. It will cost 1D2/1D4 SAN and will give +3% in Mythos, no spells.
The book can give the investigators the following information (if the "overall" Occult roll was a failure, the investigator who read it can be allowed to roll a separate Occult for each of these clues - if the keeper feels like a good person today, that is):

* 	Bothnius had come to realise that the "truth" he was preaching wasn't really 	true in every aspect. He mentions that he will fight in order to get "the Grand, 	one of the fool Elisabeth's King's quarters, as a vicarage, as this particular King's quarter seems most interesting for a searcher of the truth. Behold, our grunting forefathers saw the truth more clearly than we do in our ordered but hopelessly blinded ways. Not to speak of the beings that occupied this interesting place far before our own specie came to be. May I play my game with such a charm that I finally will own this farm with its mysterious surroundings. Then an even more subversive game will start I suspect." 
	(A History roll will let the investigators know that the Elisabeth that he 	mentions is Elisabeth I, the queen of England between 1558-1603 and that a "King's quarter" was a farm that was established by the King (or in this case, the Queen) for breeding, run by appointed tax men and containing of land that were confiscated from the church and sometimes from private land owners. The purpose was to first and foremost secure the food supply to the army.).

* 	Bothnius doesn't seem to be a fanatic worshipper of some special God (Outer 	God, Great Old One or such). He just seems to be scientifically interested and 	suspects that the greater truth is waiting just around the corner. Of course he could not perform his studies in open daylight without getting accused of heretic, with all the terrible things that would come out of that. He prefers then to hide the information he carries and quite bluntly lie to the ones which he works with. He is aware of the fact that this is easier to do the higher position he holds, so therefore he is constantly trying to advance in rank. 

The Secret Of The Book
If the investigators cuts open the cover of the book, they will see a folded arc of paper dated 1585 and signed by Bothnius. It contains a map etching of a building and some text in the same Occult language that the book was written in. This requires only a succeeded Occult-roll to read, it doesn't matter if the investigators haven't got 50% in Occult.

"To the Finder of this document.
	The author of these lines is the same of that which wrote the book wherein this document later was hidden. The purpose of this is that some of my followers might benefit from my findings and that this might benefit the struggle to free Him. This is written after a decision to leave the area in order to spread His truths in the royal Capital. I will leave much of my work here as it is, and I will reveal my secret chamber which I have possessed, in the midst of this Town which is full of lying and deceit, in the church which I have worked in.
This is written in hope that the reader will be interested in working for Him (there is why I have placed this document in an obscure book as this), and without knowing if the author ever will be able to return to this place.
The reader may take this warning: The Watcher is most likely still there, regardless of when this is being read, as long as the church still stands were it stands right now. I suspect - without experience - that the 2 Dutch daggers or the Dutch Sabre might be useful."

Whether or not the investigators can read the text, they will be able to understand with an Idea roll that the map is that of the church as it looked when Bothnius was alive. Marked on the map is a wall that today contains a large stone with the text for a family grave, the wall facing Margaret's Haven. Beside the map is a very short text. An Occult roll is required to be able to read: 
"push heavily and simultaneously with the hands on".

The Library in Oldham
The investigators can also visit the local library, located only two hundred meters from the big stone church. There they can learn the following:

* 	If they talk to the librarian, John Flynner, he will tell them (if dePalermo is 	brought up as a subject) that the now-dead priest already had borrowed and returned quite a few books. He had been liked the system that exists in English libraries, compared to the one in Italy, which is bureaucratic and slow in progress. The books he lent then had been an English dictionary and quite a few books on English history. A Psychology roll will let the investigators know that John is somewhat hesitant, and is probably hiding something. If they point this out to him or if the investigators pressures him with a Persuade roll, he will let them know that dePalermo was in yet another time, only two days before the murder. This time he had appeared rather nervous and almost a bit confused. He had asked for information and books about 	Nicholaus Bothnius.

* 	If they ask about Bothnius without talking to John about dePalermo, he will 	comment and say something about the poor priest that was here and asked about him as well as the local history-teacher that's currently writing a book about Bothnius. All the information John can provide is the things that is common knowledge in the encyclopaedias, since there is no book written merely about Bothnius. So John says that he has to guide them - as he did the poor priest - to  Arthur Boxwell, the local history teacher who's writing the book about Bothnius.

In the encyclopaedias, the investigators can learn the following:

* 	He was born sometime around 1550.

* 	He became a bishop in both Oxford and Cambridge. His real name was Nicholas Beeder.

* 	1586 he became a teacher in University of Religious Studies in London. He 	was replaced and put in jail 1589 due to his opposition towards the Elisabeth I 	church politics when she persecuted the Catholics.

* 	He had great knowledge of languages for a person from that time.
* 	He was the chairman at the great Oxford meeting 1593.

* 	Archbishop 1599, died 1600.

* 	Is supposed to be buried in the cathedral in Oxford, although some doubts 	have been raised concerning the buried persons identity.

Other facts are found below other headers.

Angus Ljungstrom
		is a fifty-year old experienced alcoholic. He has quite recently moved to Oldham, after living for quite a few years in Argentina. He is an ex sailor who have travelled quite extensively round the world. In Argentina he found a woman and married her. They settled down in a small village and had a pretty good life. So came the Falklands war. Angus, being English from the start had problems with choosing his actions. Then he decided to join the Argentinean army. Just a few weeks after he had joined the army, he saw his wife being beaten to death by the army's own men. Angus became deeply shocked, deserted from the army, stayed away and became an alcoholic. Later he met an old friend, a captain on a ship who let him come on board to travel back to Europe. He then went ashore in England, his home country and settled down in Oldham. When he was in Argentina and its surroundings, he became a catholic. Both his Madsen and his pipe tobacco from Argentina is remains from his days in the army. In Oldham he constantly fought with his anxiety by drinking, and he wanted to confess to a catholic priest. dePalermo was called in and Angus told him everything about his nightmares and other sins. When Y'golonac later needed some goons, Ljungstrom became interesting. His address was in the notes dePalermo had made, and Ljungstrom received one of the infamous Christmas cards.

Angus Ljungstrom
STR	15	Weapons:					Skills:		
CON	10	Fist 75%   		1D6+1D4		Spot Hidden 40 %, 									Sneak 50 %
SIZ	16	Grapple 50% 	Special			Listen 60 %, Dodge 35
DEX	15	Madsen SMG  70%	1D10			Boating 40%, Swim 75
APP	11	Knife 50%		1D4+2		Track 20 %, Throw 60 
SAN 	40	Ljungstrom is athletic and quite strong, greyish with a big moust-
INT	12	ache. A variety of international and interesting tattoos are covering
POW	10	his body. He's always dressed in ragged jeans with a big leatherbelt 
EDU	8	and a jeans jacket. He is normally quiet and friendly and is haunted 
HP:	13	by nightmares at night. Possessed by Y'golonac he is a brutal killer.
		
Ljungstroms House
Is located at Colony Road. It is a small house and quite worn down, the grass is uncut, the curtains in the windows seem ragged. He does, however, have the habit of locking the door in case of someone wanting to steal his Madsen. The lock in the front door is of poor quality and can easily be picked with a Mechanical Repair.
If the investigators are not careful and quiet, they will soon hear Ljungstroms German shepherd Pedro barking loud inside the front door (or where ever the investigators tries to enter). Otherwise the dog will attack from his base point in the kitchen whenever the investigators gets inside and someone misses a Sneak.
The house is almost totally empty of furniture. One room contains a dirty mattress and 7 empty bottles of beer, an greasy pillow and a dirty cover. The wallpaper is hanging in big chunks. It's in the kitchen everything of interest can be found. In one of the kitchen drawers there is an old envelope with some old photos of Angus in Argentinean army uniform, the wedding photograph, some pictures of ships, a clipping from an Argentinean newspaper with a wedding announcement, and one with the obituary of his wife 30-years old from 1982. A Spot Hidden will show some packages of Argentinean pipe-tobacco, tucked down in a plastic bag and hidden behind a small cupboard. The kitchen is - as the rest of the house - in terrible shape. A small sausage, a knife and an overful ashtray is everything that lies on the big kitchen table. In a wastebasket under the sink, the investigators can find dePalermo's Christmas Card that he sent to Angus.
The stove is covered in a layer of grease and the frying-pan is standing on it (but it is turned off). A black and white photograph of a beautiful woman with obvious Indian blood. In front of the picture is a small shaky table with a cup with some dried, dead flowers in it. There's not a drop of water in the cup, but the smell of liquor is everywhere. 
If the investigators manages a Spot Hidden in Ljungstroms occasional bedroom, they will find a couple of boxes of 9mm ammo in the mattress. There is no danger of the investigators running into Ljungstrom and his Madsen here, because Y'golonac commanded him the morning after the murder to go and find the history teacher who was writing the book on Bothnius. 
If the investigators talks with Ljungstroms neighbours, they will learn that he was quite a nice man. They feel truly bad that such a good and honest man seems so terribly lonely. He smokes his pipe a lot, has a dog that is devoted to him but almost furious towards any other person, and some neighbours suspects that Ljungstrom is dreaming nightmares every night, because during warm summer nights, when he sleeps with his window slightly open, he sometimes screams terribly. Most of his neighbour will know that he was a sailor before.

Pedro, a protective dog
STR 14	Move 10
CON 19
SIZ 9	Bite 55% 1D8 damage
DEX 14
POW 6	Pedro isn't afraid of gunfire
HP 10

The History Teacher
	was a suggestion from the librarian, John Flynner, who claimed that a history teacher was writing on a book about Bothnius on his free hours (like the summer holidays, for instance ). If the investigators somehow manages to miss John Flynner, they can roll 1/2 Luck to have someone else tell them about it somehow. 
The history teacher is one Arthur Boxwell, quite a famous local historian, who has written a few books about the history in Oldham. He lives at Nelson Road nr 23 with his wife Angela, according to the phone book. If the investigators calls to his house to make an appointment with Arthur, they will be met by an answering machine that will say (regardless of when the investigators calls): 
"You have reached the home of Arthur and Angela Boxwell. We are at the moment not available. Angela is in London from (the keeper will have to fit in an appropriate dates here) and I am during the day between 9pm and 5 am at the school, in the computer room. Messages that for one reason or another can not be delivered to me personally at the school can be said after the beep.                    BEEP".

And quite right, there is no one at home at the Boxwells house. That is because Arthur became a victim to Ljungstroms mindless actions the morning after dePalermo died. If the investigators goes to the house to investigate, it will be locked and abandoned. Nothing seems to be out of order, except perhaps for the amount of mail that is waiting in the mailbox, depending on when the investigators does this investigation. There is no sign of dePalermo's Christmas card in the mail. No neighbour knows anything more than what is told on the answering machine, and no one has given it any thought.
 
Armforths Public School
A three stories high stone building, that has stood here since 1933. Quiet and abandoned during the summer, with the exception of a few teachers on the first floor and some servicemen. No one has any idea of the brutal and horrible crime that has been committed in the computer room on floor three. Because there is were Arthur Boxwell used to sit and write on his book with the help of the word processing program supplied by the school. dePalermo learned of this through John Flynner, and thus it came to the knowledge of Y'golonac. The great old one decided that he would use this knowledge that Arthur Boxwell had, to find out where Bothnius body really was buried, and at the same time get rid of someone who might get to know to much. It was for this kind of things that dePalermo sent a Christmas card to the unfortunate Ljungstrom, and now he took advantage of it. Now Ljungstrom is sitting next to Boxwells body and reading the things that Boxwell had written down, both in the computer and in his private notes. He is possessed by Y'golonac and will sit there night and day. A sudden spur of the moment have made him take a hostage, an unlucky student who went to the school to get her English books. The keeper can of course change the gender of the student if many of the investigators are women, because the hostage situation seems to become more intense if the hostage is of the opposite gender. 

When the investigators comes to the school there are no clues to be found outside of the computer room. The other teachers that have been there is aware that Boxwell is supposed to be there, but they haven't seen him come or go (they are to busy with their own projects, so they haven't noticed just about anything). 
Ljungstrom is on his guard, however. If at least two of the investigators fails to Sneak when they are approaching the computer room, Ljungstrom will realise that someone is on their way to him. He will then drag the hostage with him in the appending room, in connection with the main computer room. If this is the case, then the investigators will be met by a sight that will cost them 1/1D6 SAN. Arthur Boxwell is lying dead on the floor, brutally executed by a a burst to his chest. His head is decapitated and he has long, deep cuts in each of his hands (clues or what ?). With a couple of seconds and a successful Medicine, an investigator will be able to tell when Arthur died. The light is on in the room, a printer and one of the computers are turned on. Next to the computer lies a bunch of hand-written notes (Arthur Boxwells papers). The investigators can quickly deduce that the notes concern Bothnius.
If the investigators doesn't roll a Spot Hidden right away, the investigators who manages a 1/2 Luck can be allowed to roll another Spot Hidden (if the keeper allows it). If they make this or the first Spot Hidden, they will notice two things quickly:

* 	Below the chair next to the computer which is turned on, there is an empty, 	wrinkled package of  Argentinean tobacco.

* 	Casually thrown under a table are two books, "Modern English Grammar" 	and "English". On the inside of both books, is the name of the owner, Natalie 	Sheerin (or a male name if the keeper so wishes).

The keeper is recommended to keep close track of the time after the investigators enters the computer room. Ljungstrom has locked the door from his side (with Boxwells keys), and is counting quietly for himself to ten. The hostage has a gag and knows that she is dead if she makes the slightest sound. When Ljungstrom gets to ten, he will throw the door open, hold the hostage in front of him as a shield and open fire. He'll fumble with the lock long time enough, to be on the same fighting terms as the investigators regarding order of action (highest DEX will start). Any investigator who instantly says that they will dodge behind a table or the like when they hear the sound of the lock opening, will not get fired at in the beginning, unless everyone does it. Ljungstrom will fire at the biggest, clearly visible target and has a skill reduction of 30 % due to the fact that he is keeping the hostage in front of him (that means that he has a 40 % chance of hitting). The hostage will cover the following parts of Ljungstrom: Left Leg (04-06 on a D20), Abdomen (07-10) and parts of the chest (11-12). If any investigators has the chance to fight Ljungstrom with melee weapons, they can do so  with a 20 % deduction from their skill without worrying about hitting the hostage (or use their full skill with a 20 % chance of hitting the hostage).
 
Natalie Sheerin
STR 9		SAN 56	She now have left 5 HP. Beside some
CON 10		INT 13	physical damage caused by Ljungstrom,
SIZ 11		POW 12	she suffers from the lack of food and water.
DEX 12		EDU 13	Is not carrying anything. Appreciates First Aid. 
APP 16			

Angus Ljungstroms stats is to be found earlier in the scenario. He is presently armed with a fully loaded Madsen SMG and has a big knife in his belt. Possessed by Y'golonac, he will fight to the last drip of blood. If hurt with 3 HP or more, he will let go of the hostage. An Anthropology will reveal that his tattoos are Latin American.

If the investigators has been Sneaking to the computer room, they can surprise Ljungstrom, who sits with his eyes pointed at the computer screen. When the investigators opens the door he will react and reach out for his Madsen which is standing leaned against the table next to him. It will take him one round to become ready to fire. The hostage is lying in the far right corner, sleeping with her jacket as a pillow.

Concerning Y'golonac
Y'golonac will be cautious. If Ljungstrom survives the first round of battle, he will shoot a couple of shots into the computer in order not to leave any evidence of what he has learned about Bothnius.
If the investigators kills Ljungstrom, they will be witness to a mind-shattering exit.
When Ljungstrom has fallen down on the floor in death-spasms and the ear-shattering noise of guns has gone quiet only to leave a pressing silence behind, the lights in the room starts to sway and then blink. Any computers that are turned on will do the same, and after a couple of seconds flashing, the lights will shatter and so will any computer screen (if the computer is turned on, of course) and leaving a small trace of smoke seeping out of the cracks. At the same time, they can witness how Ljungstroms bleeding body starts to produce steam. Steam that will slowly rise up and form into the shape of a monster, a glowing and naked bloated body of a man, huge, headless and with drooling mouths in his hands. The shape will turn its hands towards the investigators, the mouths grinning madly, and then the shape starts to disappear. The scene will cost 1/1D20 SAN, but Y'golonac can't do any harm, but then the investigators can't hurt him either, he is already driven away. But he will leave a horrible odour that the investigators will remember from dePalermo's house (if they entered it).

Clues
 In the back pocket of Ljungstroms torn and old jeans there is a wallet with two folded (very folded) ten pound notes and an old sailors passport that will prove his identity. In the inner pocket of his jacket there is a lighter and a pipe. He will also carry one extra clip to the Madsen, and possibly a couple of keys with Arthur Boxwells name and address on them. A picture of the holy virgin Mary will show that he is a catholic. To get some facts from the computer will be no problem if it still is whole. Unfortunately it will probably have been destroyed somehow in the battle that were, and then the investigators has two possible ways to reach what Arthur has saved in the memory of the computer. They can either use a Computer Use from another computer nearby, and thereby hack their way in to the first computer and get out the information stored there. Or they can use another screen and fix the computer with Electronics in order to get the information they want. For this the investigators will need tools that are not available here, but maybe somewhere else on the school ?! (keeper's choice). They have Arthur's keys, but it will take time. At least an hour is to be reckoned with. Computer Use will only take half an hour.

The computer library of Arthur Boxwell will not only contain a script outcast to his planned book about Nicholaus Bothnius, but also a lot of other writings concerning local history. About Bothnius, the investigators can find out the following:

* 	Everything that is mentioned in the library

* 	According to different sources, Bothnius never really wanted to let go of his 	"home parish", present-day Oldham. As an example that Bothnius was a man 	who never crawled for anyone, Boxwell mentions that Bothnius once got caught in a public fight at a dinner with the bishop in Oldham at that time, Norbert W. Leew, who at a time when Bothnius was working in London accused him of caring about matters that concerned Oldham. These two became fierce enemies after this incident.
	(As a side note, if the investigators looks into things really thoroughly, they 	will find that Norbert W. Leew drowned in the year 1590)

* 	Bothnius never really liked it in Oxford. When it was time for him to leave his 	job there, he is said to have uttered a wish that The Holy Father would let the 	city of Oxford be punished with a second deluge.

* 	In the year 1666, Oxford was hit by a flood of disaster measurements.
(In the year 1666, the city of Oldham burned almost completely to the ground)

* 	At the time of the appointing of Bothnius as an Archbishop, it is said that 	Bothnius hesitated a very long time before accepting. The reason was that he had agitated a long time for a new vicarage in Oldham, and when these plans were finally about to be realised, he was considering to move back home.

* 	Bothnius died of an unidentified sickness, he is now believed to have been 	food-poisoned.

* 	During his time as a vicar in Oldham, he had his living quarters where the 	library now stands. It was said that he, in order to be able to get inspiration from the mighty silhouette of the church, moved his study to where the kitchen had been before, namely the north-west corner on the first floor. 

 * 	A quote from Bothnius, in connection with a piece that discusses his noble 	and humble attitude towards that which is right and truthful, and his attitude that he might very well be wrong on certain things, but that he was only a humble disciple:
	"Anyone who comes with righteous weapons can enter my most secret chamber and cause great harm. But once I have treated this chaos, we both may gain from it, because this my chamber, where the chaos was formed, is directly linked with my study. And one day everything will be answered."

*	 Bothnius wrote quite much himself, and some of it ought to be stored 	somewhere, because he wrote it all in the service of the church. 

To read this book-in-process doesn't require any English rolls, but instead an Idea-roll for every bit of information (in order to find these particular pieces). To read through it all will take ten man-hours so if the investigators are clever, they will print it out. Just to do so will take half an hour.

The Museum of Oldham
		has nothing directly connected with Bothnius. Instead, they have a weapon that might be very useful for the investigators. In his secret document, Bothnius wrote about 2 Dutch daggers and one Dutch sabre. The investigators can get hold of the two daggers at Margaret's Haven, but the sabre isn't there. If they ask a priest straight out forward where such a thing might be, he will guess that it might be at the museum.

If the investigators asks around at the museum, they can with a Persuade find out that nothing is on display right now, but that there might be a sabre in some storage down in the basement. Yet another Persuade can get the investigators to get a guiding in the basement. They will find it without problems. It is dirty and grey, much like the second dagger that they may have found at Margaret's Haven, and an inspection will show the same etchings on the handle and the same Eibon-symbol at the handles edge as the there is on the daggers. If the investigators asks about maybe borrowing the sabre, they will be met by suspicion and will not get to do so. Instead, they can use their time in the basement to plan a break-and-entering. 
If the investigators succeeds with a Spot Hidden in the museum, they will find a simple alarm system. With an Electronic Repair they would be able to put it out of function (with the appropriate tools, of course). This must be performed from the inside. The alarm is on the main door. The windows are not larmed and neither is any of the doors inside the museum. The alarm on the front door is a so called silent alarm, and goes directly to the police. In order to get to the sabre, the investigators must:

1) Know where the sabre is.
2) Enter the building, either by breaking the front door, do a Mechanical Repair on half skill level, break a window or hide in the building during open hours. The alarm will go off if the investigators tries to leave through the front door between the hours 8 pm and 6 am.
3) Get down to the basement, either by doing a Mechanical Repair on the locked door to the basement or by breaking it (or by hiding down there during open hours. If so, they still must get the door to open in order to leave).

If no alarm went off during the theft, there is a very slim chance that it will be discovered in the next few months. If an alarm do go off, the police will appear within three minutes, with no sound but with flashing lights.

The sabre normally gives 1D8+1 in damage, basic skill 15 % and has 15 HP. Since it is enchanted, it will hurt beings of the Mythos more, 1D8+2 with a basic skill of 30%.

The Church of Oldham
Hopefully, the investigators will perform their raid into the church when it is empty. It is a absolute must, considering that the entrance to the secret chamber is right in front of the priests room. To get past one of the church's heavy doors, a Mechanical Repair is necessary, To break the doors is very hard, but possible (STR 30).
Once inside the church, they all have an uncomfortable feeling, the one of impending disaster. The church is dark and quiet.
When they are standing in front of the sign with the text about the family grave, they all experience the same illusion (caused by a spell from the Servitor in the secret chamber, once it sensed the presence and thoughts of the investigators). Suddenly, the name on the grave isn't that of whoever, but it is the investigator's own name, year of birth and the year of this adventure (looking like their death-year, for instance 1964 - 1995). The illusion doesn't last any longer than a few seconds, but it ought to give them bad vibes.
Once the text is restored to its original form, they can follow the words of Bothnius, pushing the stone letters. After that comes a shrieking noise, the noise of stone against stone, when the sign stone turns inwards. But the sound is somewhat muffled, as if whatever is hiding in the darkness beyond doesn't want to cause any unwanted attention. As if it is waiting to meet the investigators "between four eyes". They also hear a swaying, slow but whirling, suggestive flute-music, faintly seeking its way up through the darkness (this is the actual spell of the Servitor). Behind the stone there is a smaller chamber where four investigators can stand together if they squat. There is an opening in the floor at the farther wall. Here is where the path starts. 
It is very narrow. The investigators will have to crawl their way through, one after the other, and it is filled with stone at the beginning, and therefore very uncomfortable. At first the tunnel goes parallel with the floor straight towards the centre of the church, not deep at all and stone all around. After 15 - 20 minutes the stone start to disappear, and the hard, moist stones are replaced for that of moist, muddy earth. The tunnel also is starting to tilt downwards, about 30 degrees for about 5-6 meters. This last phase is also below the church, but is much harder to crawl in. The mud doesn't allow much of a steadiness for the feet, so the investigators will have to pull themselves forward with the help of dead roots that are coming through into the tunnel. They should be aware that there might be difficulties of getting back from here.
Finally, the first brave investigators will reach the end of the tunnel. It is a small hole and beyond that is a small dark room, 5 * 5 * 2 meters, with uneven floor-, wall- and roof areas made out of earth. If the investigators has brought some kind of light, the first thing he will see is a big, faint light green octopus-like monster with tentacles (SIZ 19) in a far corner. The investigators will realise that this is where the strange eerie music came from when they see that the creature is holding a flute with on of its tentacles. To see the creature will cost 1/1D10 SAN.

The Servitor will wait for three rounds. If it hasn't been attacked within this time, it will let go of the flute into the mud with a splashing sound and attack first. Three rounds is enough time for another three investigators to enter the chamber.

Servitor of the Outer Gods
STR 9		POW 17	Weapons:
CON 19		DEX 16	2D3 Tentacles/round 45 % 2D4 damage
SIZ 19		HP 19		Regenerates 3 pts/round
INT 15		Move 7	Only enchanted weapons can hurt it				
Spells:	Illusion (described above),
		Contact Y'golonac

The Servitor will not bother about fallen investigators. When no one longer fights it (has fainted, been killed, or pretend to be dead) it will lock them up in the handcuffs that are placed on the wall.

If the investigators manages to kill the Servitor, they can search the room. It is sparsely furnished, with a bookcase, a working bench and a cabinet filled with bottles and such. Alongside one of the walls, are four pair of handcuffs hanging down. (If more than four investigators are passed out or playing dead, the Servitor will kill randomly amongst the investigators, so that only four will remain).

The Cabinet contains some bottles and cans.

* 	Two of the smallest bottles have the label "Anti-Ether-Poisoning" (one supply 	of Space-Mead in each).

* 	A larger box with a German title contains something that looks similar to that 	of tea-leaves. A German roll will reveal that the label says "For exploring the 	regions of dreams". A Spot Hidden on the box (which is very elaborated) means that the investigators finds a small symbol with the name Hauptman and Klausenburg. The box contains six potions of dream-drug that will give the investigators a chance to explore the Dreamlands if their SAN and Mythos will allow it.

* 	A plugged glasstube, where the plug is waxed shut and has a seal with an 	Elder Sign. The tube is old and yellowish, but seems to contain a still living, 3-4 cm long, yellow and white caterpillar. Next to this odd creature is an old letter in German, signed Hauptman. A German roll will show that the caterpillar is a "The thing in the Fog" as described in Masks of Nyarlathotep, (MON-2 pages 20-21). Hauptman has sent both the spell and the caterpillar to Bothnius. (For more on Hauptman, see Keith Herber's excellent campaign, "Fungi From Yuggoth")

The Bookcase contains the following volumes:
"Pnakotic Manuscripts", by Unknown		Spells: Dread Curse of Azathoth 
In English, 15th century				            Voorish Sign
SAN: 1D4/1D8					            Elder Sign
SM: *2 						            Resurrection
Mythos: +10 %

"De Vermiis Mysteriis", by Ludvig Prinn	Spells: Summon Dimensional 	
In Latin, 1542					            Shambler,	
SAN: 1D6/2D6					            Bind Dimensional Shambler
SM: *2						            Enchant Dagger
Mythos: +12 %

"The Shapes In Which The Devil		Spells: Contact Nyarlathotep 
 Have Been Seen", by vicar Thomas MacDerwer                         Call Azathoth
In English, 1525
SAN: 1D2/1D4
SM: *1
Mythos: +3 %

The book "The Shapes In Which The Devil..." is an old book written by vicar Thomas MacDerwer in 1525.
An old paper shows the a mapping of the stars. It is full of calculations, and a certain interest seems to be focused to the star Proxima Centauri.

The Desk is full of lose sheets of paper, a dried out ink bottle, a pen and a thick hand-written volume by Bothnius himself, called "A Scornful Laughter or The Confessions of the Vicar". This volume will require an English roll, 10+1D6 man- hours and 1D3 SAN. It will raise the Cthulhu Mythos with +2 %.
Information found in the book:

* 	All the facts in the old mysterious book at Margaret's Haven.

* 	Bothnius praises his luck when he was born here in Oldham. 
	"It is truly a most mysterious area. Not even the Fallen Angel himself could 	have the courage to call this village Holy, but a better place for magic is probably not to be found in this kingdom." 

* 	He describes an experience that he had whilst reading the Latin version of 	"Revelations of Glaaki" (the investigators can by the description deduce that it 	is the same book that they maybe have found at dePalermo): 
	"Now I understood the reality of possession. He spoke to me just as I speak to 	myself, and I perceived wisdom."
	He quotes the passage that he was reading when this experience took place:
	"Beyond a gulf in the subterranean night a passage leads to a wall of massive 	bricks, and beyond that wall rises Y'golonac to be served by the tattered and eyeless figures of the dark. Long has He slept behind the wall, and those which crawl over the wall scuttle over his body never knowing it to be Y'golonac."

The investigators doesn't need to worry, this text isn't enchanted as the ones that he sent out on the Christmas cards. Y'golonac can't possess them just because they have read this book. But it should now be clear to the investigators who is behind the events of late.

* 	His "God" is described as a bloated, glowing figure without a head and with 	dripping mouths in the palm of his hands. He is also considerably larger than 	any human.

* 	Bothnius claims that the creatures that lived in this area before man came was 	worshipping actively and had a very effective way of contacting their 	imprisoned "God".

* 	That is why Bothnius is so eager to get one of Queen Elisabeth's King's quarters, placed here. He claims that there is many signs that intelligent creatures occupied this place thousands of years ago (and if the investigators doesn't know this, they should somehow be informed that this area was then below water level).

* 	A map of the interesting area can to a investigators who makes a successful 	Idea-roll look like the area know as the old Grane. An entrance to an uninvestigated labyrinth is marked.

* 	He says that the only persons that he has told of the truth is the priests Nicholas Renn, J.J. Hoppeth and the officer Henry Moroth. These three have promised him to keep the secret and to work for that the truth one day will come to earth. And when it does, they will be richly paid, while the other will pay for their infidelity.

* 	Finally he says that he suspects that his secret somehow has gotten out, and 	that he is expecting a murder attempt every morning that he wakes up. 	Therefore he is taking precautions to be able to resurrect when the time for the 	freeing of the "God" is near.
	"My essential essences will be cleansed and be placed in a powerful box of 	metal. This will later be hidden somewhere in Oldham, maybe in the church tower. My trust is that He will call me for aid when the time is due."
 
If the investigators are caught by the Servitor, they will hang handcuffed to the wall in total darkness, without either food or water, until dePalermo has resurrected Bothnius and they both comes down to the chamber. This will cost them 1 SAN and 2 HP per day (only 1 HP the first day).
Their only chance to escape is by trying to pull loose the handcuffs from the wall, unless they have some kind of guard left behind in the church or the tunnel. Every investigators who is hanging there gets to roll a Luck-roll. Those who make it has been put in a weaker handcuff. If this investigators then rolls his STR * 4 or less, he can escape. The Servitor will however attack anyone as soon as it notices that someone has escaped, and the Servitor doesn't need lights to fight. Everything an investigator can do is to quickly light a flashlight/match to localise the exit and then with a Dodge or a DEX * 3 roll, get out. The first try is free, after that, the Servitor attacks. If the investigators tries to free someone, the Servitor will attack instantly. 
If an investigators gets to the tunnel, they can lie there and shoot at the handcuffs (if they dare to). The keeper will decide how the Servitor will react. 
As mentioned before, it is almost impossible to get out of the tunnel. To crawl up backwards is impossible, and to climb up without any help from a rope or such, the investigators will have to make a Climb * 1/2 or a STR + DEX * 2, which ever is the highest.

The Public Library in Bristol 
			has a lot of material for researching into earlier generations.
With successful Library Use-rolls, and 4 man hours of work for every information,
the investigators can learn the following:

* 	Wilhelm Cristopher Leew and Norbert W. Leew were related in a straight 	line.

* 	J.J. Hoppeth died 1650, eighty-five years old. According to the church books 	from that time, he died from an accident. He fell from a window on the second floor in a church cottage. His brother-in-law, John Sunders was suspected at first, but nothing could be proved. 

* 	1669, at the age of 51, Sunders is again suspected of a crime. At a break-in at a 	church cottage (belonging to Jacob Moroth), he was surprised by the owner. In pure desperation, Sunders attacked the owner with a knife but was forced to surrender (Moroth was at this time 70 years old). Sunders is charged, everything speaks against him, but he dies in prison before the verdict is said.

* 	The address of the church cottage can also be found, in other papers. It 	belonged to J.J. Hoppeth at 1650, but was inherited in some strange way by Jacob Moroth.
	(Since both the crimes that Sunders was suspected for occurred in the same 	cottage, the investigators should realise that Sunders was looking for something special. A History-roll will let them know that every church cottage was burned down in 1666, and that the only thing that would have been left between these two times, is the basement. And that might very well still be there today. If the investigators doesn't think in these lines, the keeper will have to give them clues in form of Idea-rolls and so on. The church cottage belongs today to the local parish.)

* 	The last survivors of the families Moroth and Hoppeth (Philip Moroth and 	Paul Hoppeth) was killed in a freak fire accident in the year 1741.

The information that is presented under The Library could also be found here, with the exception of the conversation with John Flynner.

The Church Cottage
	is one of many in the old town between the church and the post office. By asking some very intricate questions and a theft from the parish, the investigators will be able to get hold of the key, but a Mechanical Repair * 1.5 will also suffice to enter the old cottage.
Inside the cottage it's cold and without any furniture. The old wallpaper has turned yellow, and they can hear the wind seep through the cracks in the floorboards on the second floor. The cottage is cold whether it is night or day, and the only source of lighting comes from a naked light bulb hanging down from the ceiling, spreading its dead white light around. A old an worn rag lies on the grey wooden floor. Below this there is an opening down to a 2*2*2 meters space, probably a food cellar. Three of the walls are covered by dusty wooden shelves, occupied by random glass bottles and jars, forgotten here some time back. There is nothing inside any of these bottles and jars. The shelf to the right of the stairs down has fallen down, and shards of glass glitters in the old spruce that covers the floor. The silence is complete.
A Spot Hidden, and some time spent in the cellar will let the investigators discover a stone that seems to be intentionally loose, in the wall behind the shelf right opposite the stairs. The stone is about 20 * 15 (* 10) cm big and can be dragged out with some very thin instruments. Behind the stone there is a hollow, with a rusty, very old, iron box, slightly smaller than the stone that covered the hole.
When the investigators lifts out the box from the hole, they will see how a mechanism was placed in the hole. It would have been set off, if someone was to remove the box without first securing the trap by setting a concealed hook to "off-status". Fortunately, the trap has rusted asunder, otherwise an unlucky investigator would have had his arm cut off.
When they inspect the old iron box, they notice a sign on the lid. It is the same Eibon-symbol they probably have seen earlier on the daggers and/or the sabre. It looks as this was a lock, but now it is totally withered and useless.
At this time (if no one has been keeping watch), they will hear/see the old light bulb in the ceiling will explode and softly smoke (if it was turned on). Seconds after this, they will hear how someone is wiping his feet on the threshold and then steps inside the cottage. The person has no flashlight, no visible weapon. He is wearing a black, long coat and some kind of black hat. He also has dark-brown shoes and black gloves. He is quite long and skinny, and as soon as the investigators can look him in the face, they will recognise the vicar Curt Carlson. 
(A guard will see him long before he enters the cottage. He wanders calmly and with ease, not trying to hide himself. A Spot Hidden will reveal two black flying shapes high above him.)
When the investigators sees him, he will greet them with a nervous smile and a nervous gesture,  in which he pushes his hat back from his forehead. The overall impression he gives is that of a nervous person. He doesn't seem very surprised to find the investigators there. Maybe he will greet any investigator which he has met before in the scenario. 
He asks very politely if he can have a look at what the investigators have found. He says he's curious as to what could have been hidden here for so long. He also says that whatever it is, it belongs to the parish by now. His goal is to get hold of the box and then flee. He is possessed by Y'golonac, and he doesn't want to reveal his true shape. Y'golonac will also try to time his entrance so that the investigators hasn't been able to open the box yet (something that's hard to do. It should, if at all possible, be sawed open).
If he gets his hands on the box, he will put under his coat and says that he'll take it with him, so the investigators won't have any troubles with it.
If the investigators then shows any signs of resistance, two Byakhees will fly right through the window, crashing it with a terrible sound, and attack. Carlson will try to leave the building with the box, without participating in the fight.
If the investigators refuses to let Carlson examine the box, the Byakhees will attack and Carlson will try to escape with the box in the commotion.
If the investigators attacks Carlson, the Byakhees will attack instantly.
If Carlson manages to steal the box, it will be placed in the secret chamber below the library.
If the investigators manages to kill Carlson, the same thing will happen as if the investigators kills Angus Ljungstrom. When the battle is over, an ear-shattering silence will rise. Some kind of steam seems to rise from Carlsons body. This steam is later formed into the form of Y'golonac (1/1D20 SAN). The vision will then fade away.

Byakhees
STR 	18	15	POW 	12	13	Weapons:
CON 	9	4	DEX 	11	16	2 Claws 35 % 2D6/1D6+1D4
SIZ 	21	16	HP 	15	10	1 Bite     35 % 2D6/1D6+1D4
INT 	15	10					+ Blood Drain
Armour: 2 Points fur & hide
Knows no spells
Move: 5/20 Flying		SAN Loss: 1/1D6

Curt Carlson
STR	11	SAN	75		Weapons:
CON	10	INT	14		Knife 30 %	1D4+2
SIZ	15	POW	15 		Uses no skills when possessed by Y'golonac.
DEX	9	EDU	16		No armour
APP	10	HP	13		If Carlson becomes unconscious, Y'golonac 						will leave the living body (not the steamy 						way)	           
		
If the investigators manages to kill both Carlson and the Byakhees, they still have problems. If the fight took place at night, the keeper can (if he wants to) decide that no one knows or even guesses what have happened in the Church Cottage. If the fight took place during the day, someone might have heard sounds from the fight, and then the keeper will have to decide how the investigators will get cleared from those charges. 
If possible, Bothnius and company will try to remove the bodies of the Byakhees.
If Curt Carlson is dead for some reason by the start of this scene, he can easily be replaced by some other priest.

The Iron Box 
contains two sheets of paper. On these papers, the whole plan of Bothnius and his accomplices will be written. To read them requires a English roll and two hours of spare time. The plan is as follows:

Someone will enter and pass through the old labyrinths that for aeons has been placed under "the Grand". The priests vaguely describes a holy place in the crypts. There shall a strange Gate be present, built by the mysterious creatures that lived there a long, long time ago, and through it one would enter the location of their "sleeping" God. Due to this, the creatures could worship Y'golonac, and through this gate, Y'golonac will come to Earth. First, someone will enter the gate to the world of Y'golonac, and then perform a powerful ceremony that will tear down the walls that bind Y'golonac and thus awaken him. When then Y'golonac has come to Earth through the gate, this someone will then remain in Y'golonacs world and perform a ritual on the gate in Y'golonacs world. This ritual will destroy the opening from that direction, and then someone must perform the same ritual back here on Earth, to destroy the gate from this direction. Therefore, Y'golonac can never be forced back to his prison. One person will be sacrificed, bound to stay on the other side forever, in order to make sure that the God is safe on Earth.
No map is provided for the crypts, but the complete ceremonies are here.
The first ceremony, to tear down Y'golonacs prison is a powerful spell, performed for about 24 hours with singing, dancing and mad chanting. It seems to be per-formed by several people. The complete spell is described. So is the other spell, the one needed to destroy the gate on both sides. It seems to be less difficult but still is described to have an element of danger in it. It should not take more than five minutes to perform. Both spells are necessary in order to "plant" Y'golonac on Earth.
It is also written that the priests have tried to calculate where this God is imprisoned, and a star is mentioned. An Astrology-roll will reveal that this is the star of Proxima Centauri, and that the distance to it is 24 * 1012 miles.

The Two Spells (Keepers knowledge only)
The first spell is performed as so a leader will establish a psychic link with Y'golonac. This is done by him matching his POW against Y'golonac (according to the rulebook) on the resistance table. If he "wins", he has awoken Y'golonac. Other attendants will sacrifice POW until a sum of 50000 is reached. This POW-donation will take place through dancing and singing and mad chanting, and by 1D4 POW for every person every hour. When this is done, the walls will fall and Y'golonac is free. 
If the investigators tries to interfere, chanting backwards or something, it doesn't really make any difference.

The second spell is done by overpowering the Gates magic power. The caster of the spell will try his POW against the POW of the Gate, 13 (the distance to Proxima Centauri). If this is done, no Magic Points are lost at all. If it fails, the loss is 1D10 MP and the gate is still intact and another try can be done by the same person in one hour. Another person can of course try to cast the spell right after the previous one has failed. The spell will cost 1D4 SAN to try. 
The spell must be cast on both sides of the gate within a few hours. If this is not done, the gate will self-heal and be restored.

The Ritual Killings
During the game when the investigators are chasing around in search for clues, Y'golonac will not be passive during the four days that dePalermo is being autopsied. For every day that he exists on Earth in a human shape, he will need a ritual sacrifice in order to function as a human. Therefore, every night, dePalermo will sneak out of the morgue or where he presently is located, return to Oldham with the aid of a Dimensional Shambler, and find himself a suitable sacrifice. This is done in Oldham due to the fact that it is a very good place for magic (see page Bothnius comments earlier in this scenario).

The day after dePalermo is found murdered, the following can be found in both local and national papers:

(Typical article)	NEW MURDER IN Oldham

"A murderous wave seems to have come to Oldham. Yesterday the mutilated bodies of Paulo and Maria dePalermo were found in their own beds, killed by an as yet unknown assailant. The shocked population in the small village, spared from similar murders for a period of more than forty years, didn't even get the time to come to terms with the thought of an mysterious killer stalking the streets of their peaceful home before a new horrifying tragedy occurs. Early this morning the body of 65-year old Stuart Rimmer was found in a factory area in the outskirts of Oldham. This murder bears terrible similarities to those of the dePalermo couple in terms of the incredible inhumanity and violence that is apparent, and in the once so calm village, terror and fear is starting to spread. Everyone is wondering who the sick murderer can be and when he will strike again."

The investigators can easily find out that the factory area is Dowerhill Cement Factory, two miles outside the village. The man who found the body is a man called Thomas Druge, and the find was made when Thomas was to shovel down sand from a transportation band. He found the body almost immediately, the head separated from the body and otherwise quite mutilated, lying next to the transportation band. The murderer doesn't seem to have take any precautions what so ever in order to hide the body. A metal bucket (found to belong to Rimmer) was standing next to the body, indicating that Rimmer was there to steal some sand, something that happens quite often according to the factory workers. Some questions with Rimmers neighbours or family can reveal that he was about to cast a new step for his stair to his house.

If the investigators interact with the locals, they will probably learn of the murder before it is official news. If they go to the Cement Factory before noon they can talk with the workers there and even the finder of the body, Thomas Druge who, unfortunately, is slightly retarded and of no special help.
They can find out the following (including what is mentioned above):

* 	The body had deep cuts in both palms

* 	A strong, foul-smelling odour (that gradually disappeared) was found around 
	the body

* 	No weapon was found (but the body was torn and beaten to death)

The area round the murder site is secured by the police who will not answer any of the publics questions at this time. It is possible to study the police work with binoculars from a distance. They can then note that a big red hole in the chest probably also contributed to the demise of Rimmer. A successful Medicine will give the investigators the idea that the heart seems to have been stolen from the body, something that confuses the policemen next to the body.

At noon, the workers will leave the factory (due to the police investigation) only to return at 7 am the next day.

The second murder
They will not be present at the site longer than 7.10 PM when a new body is discovered. This time it is a unknown man in his mid-fifties dressed in a light summer jacket, brown trousers. He has no identification, but 50 pounds and a credit card. No one among the workers can recognise him.
The body is in the same shape as the previous one. If the investigators are present when it is discovered, it will cost 1/1D4 SAN to see the grizzly find.
The area is once again declared closed for the public, this time for indefinite time. It should not be any problem for the investigators to learn of this second murder at the Cement Factory by word of mouth, and it will (of course) be in the news (TV and radio the same day, and the papers the next).
The second victim is identified later that day as Rupert Laguhlin, a loner from the area around where dePalermo is being autopsied. No one had any idea that Rupert was in Oldham, but on the other hand it was not often that anyone knew what Rupert was up to.
Rupert was murdered (like Rimmer) sometime between 1 am and 3 am. The killer didn't seem to mind discovery this time either, because the body was in plain view for anyone walking by. It was slumped between two buildings, not very far from where Rimmer was found.
Around 3 pm the police is convinced that they have secured all possible clues to be found at the scene, and the area is left with only some yellow police tape with the words "POLICE - CRIME SCENE - NO TRESPASSING!" all over the factory. The investigators can easily enter the area if they want to. 
The police however, will park a car outside the factory that night, to watch for any intruders (or the killer), without noticing the third murder taking place at 2 am. The fourth night after the murder the area is not being watched, but still sealed off by the police. The investigators can check out the factory if they want to. By now dePalermo has performed yet another murder. None of these last two murders have been discovered by the police when they are doing their routine control every morning since they only check the open areas quickly (the previous victims were found in open areas, so why check in other places ?). The first of the two new bodies is in a basement and the second one (the one murdered on the fourth night) is in a sewer three yards down. If the investigators finds these two bodies they can identify the first one as 86-year old Ralph Morris from Bristol, and the second one as 17-year old Linda Hill, also from Bristol.
Both murders are done in the same manner as the previous ones. If the investigators notifies the police or does some investigations on their own, they can learn the following:

* John Morris was reported missing two nights ago (or the same night as he was killed, if the investigators comes a day late or early) not returning home after an evening stroll.

* Mary Palmer was reported missing this morning (or the night after she was killed if the investigators comes later) not returning home from a party at a friends house.
A successful INT*3 by someone of the investigators makes them pull out a map and mark the places from where the victims disappeared. It will show that all places are in a straight line from Bristol centre to Oldham.

Keepers Information:
The truth behind these murders is that dePalermo every night has broken out of the place at the hospital in Bristol where his is kept, and with the aid of a Byakhee returned to this place right outside of Oldham. On the way he has caught an hapless victim to be sacrificed.
If the investigators searches hard and manages a combined Luck and Library Use roll, they will find a very small article in the paper after the second murder that says that a break-and-entry was committed at the morgue in Bristol. If checked, the time of this will prove to be on the night of the first murder, and that the bodies of the couple dePalermo most surely was there at that time. After that they were kept in rooms that didn´t lock from the outside. To learn all of this requires a lot of investigation and the keeper is the only one who can decide if the players are to learn this.

The investigators will probably want to stake out the Cement Factory sooner or later and the following is to be played out independent of which night the players decide to do so. The only thing that will change is the victim and where dePalermo puts it after he is done with it.

The Stake-Out
At 1.15 am a successful Spot Hidden against the night sky will reveal a dark, flying shadow closing in. When the shadow is close enough to be clearly visible, the sight will cost 1D4/1D12 SAN. This is because here comes a Byakhee flying with dePalermo's naked, dead and horribly mutilated and decayed body, and a body of a man (if the victims are number two or three) or a girl (if the victim is number four), unconscious or dead. If the investigators suspects that it is dePalermo who will appear, the SAN loss is only 1D4/1D8. There is no doubt that it is dePalermo who is the captain of this bizarre carriage, but he doesn't seem to make to much out of it. They land on the ground right in front of the armouring room (see map). dePalermo unhooks the two iron chains that are hanging from the traverse. With these he will "tie" the victim to a cement-pillar that is leaning against the outside wall. After that he'll wait for his victim to wake up.
During this, the Byakhee has taken to the air again and is circling the sky above the factory about 35 yards up. It searches the area around the factory with its 50 % on Listen and Spot Hidden. Every investigators who has failed (or not performed) a Conceal is at a 50 % risk of being discovered by the Byakhee, and the same goes for any investigators who fails a Sneak or Hide when so is demanded by the keeper.
If the Byakhee discovers any investigators it will immediately notify dePalermo with a hoarse, blood-chilling and somewhat distant human shriek, whereafter it will attack. dePalermo will leap for shelter and then starts to intone a short spell (Listen roll to hear). The spell will take one round to cast and will cost Y'golonac 6 Magic Points. Within 1D4 minutes 1D10 of Y'golonacs personal, eyeless servitors will arrive from the ground below or around the investigators, quite and still.
If the investigators manages to kill dePalermo he will transform into Y'golonac as described earlier.
If the Byakhee doesn't discover the investigators, the ceremony will continue until it is finished or the investigators interrupts it.
After fifteen minutes the victim will awaken. dePalermo has by then gagged the victim with whatever is nearby - paper, ragged cloths and so on. He will then pick up the iron-plate cutter from the tools near the armour and begin the ceremony. First he'll cut the palms of both hands, then the head and finally the heart. dePalermo performs the ceremony slowly and with obvious pleasure, and his body will get a stronger psychic radiance through the whole of the ceremony, something that the investigators quite simply just feels.
After this is done, dePalermo will dispose of the body at an appropriate place (depending on which victim it is) and the leave the place with the Byakhee.

"dePalermo"					Byakhee
STR	10	INT	30			STR	22	Weapons:
CON	10	POW	28			CON	6	2 Claws 45% 2D6
SIZ	14	EDU	N/A			SIZ	16	1 Bite 45% 2D6
DEX	13	HP	12			INT	7	+ Blood drain
APP	4	Spells: Since dePalermo	POW	11	Armour: 2 pts of fur
SAN	0	is possessed by Y'golonac,	DEX	12	and hide
			he will know every spell in	HP	11	Knows no spells
			the rulebook plus the ones in 
			this scenario.
Servitor of Y'golonac
STR	15	(4D6)		Weapons:
CON	10	(3D6)		4 Claws 30 % 2D4+poison POT 10
SIZ	11	(3D6)		(1D4 claws per round. They attack just as well with POW	6	(2D6)		their feet as with their hands) 
INT	2	(1D6)		Armour: - 		
DEX	15	(4D6)		Knows no spells
HP	11			
Move 	8	SAN-loss: 0/1D6

A Servitor of Y'golonac is quite humanoid. They are greyish, with the appearance of sinewy and thin humans, but just like Nightgaunts, they are faceless. They are similar to apes in the way they move. Their skin is constantly flaking and a wound from a Servitor of Y'golonac that isn't treated with a First Aid or Medicine within 10 minutes can lead to an infection if the POT of the Servitor can overcome the investigators STR in a resistance struggle. If the Servitor wins the struggle, the investigator will have 1 point less in Hit Points for the next ten days. 

The victim is very happy to be rescued (if he is rescued of course) and will be physically unhurt until dePalermo starts to cut the wounds in the palms.
If this ends with a lot of dead "undead" lying around, then the keeper is one unlucky person. How will the police and the public react to this ? It is up to the keeper...

Nightly Visits
This far into the adventure one can presume that Y'golonac has become aware of the investigators. As soon as this is done, he will start to use the priests that are in his service (without their knowledge). He will "possess" one of these and go on a nightly visit to where the investigators are staying. He will with various methods try to find out where the investigators have their clues (books and other things) and if there is a possible headquarter. Y'golonac will not mind if the investigators kills one of the priests, in fact he will even try to act in such a manner that either an investigator or a priest will die. First he will maybe just be standing outside a window and looking inside and after some nightly visits maybe he will let the priests attack the investigators with spells like Dread Curse of Azathoth or Shrivelling.

Concerning dePalermo's Funeral
On the fifth day after the murder it is time for the dePalermo couple to be buried, something that Paulo himself not quite would agree on. As mentioned earlier, dePalermo sent a Christmas-card to a gravedigger. Just before the coffins are to be carried into the church, the gravedigger lets out Paulo and replaces his weight with earth. He will not remember this except maybe in a dream-like haze after someone has rolled a successful Psychoanalysis.
Present at the funeral are except all the priests and some personnel at the parish only (if he is still alive, that is) a shabby, tattooed man in jeans and a jeans jacket. He will stay a bit away from the rest of the people. This is Angus Ljungstrom.
dePalermo will keep away from the time of his release from the coffin until 2 am, when he will attempt to free Bothnius.

The Freeing of Bothnius
dePalermo feels that the time is near now. The evil deed that he will perform this night is the most visual, public and shocking yet.
Around 2 am he will proceed from his hideout at the graveyard to the church. Escorting him is one of the priests, slightly dazed. He is under the command of Y'golonac due to the Christmas cards that was sent to him some days ago. The keeper can chose which priest it is depending on who is still alive. 
In the middle of the small cemetery (see map) dePalermo will perform a short ceremony in the middle of the night. The ceremony runs for about forty minutes. During this time Servitors of Y'golonac will randomly come up from behind gravestones and trees (a total of 1D10+4 Servitors will come up). After the forty minutes have passed, everything falls silent for a few minutes (if the ceremony is being watched by the investigators it will up until now have cost 1D4/1D6 SAN).
Then, all of a sudden, everyone stares towards the sky where a big flapping evil shadow is approaching. It is a Hunting Horror who takes its victim, the priest, and tears him apart and eats some parts of him. This will cost 1/1D10 SAN to see.
After this, dePalermo will communicate with the beast in some ancient language, and then the Hunting Horror simply attacks the clock tower. With a single blow with its tail it will tear up a large hole in the wall. dePalermo will pick out two urns that has become visible through the hole in the wall. Then he steps up on the beast and disappear with the urns.
Left for the police to investigate is the horrible remains of the priest and a large hole in the clock tower wall. A poor unfortunate man who witnessed the Hunting Horror is also found sitting in the small park just south-east of the church. He is just sitting there on the grass and mumbling incoherently about airplanes and lizards. Stupefaction is what it is all about.

But the investigators should have had a reasonable chance of figuring out that Bothnius was about to be freed:

* 	If dePalermo is interrupted this time he will be more careful the next time and 	only send the Hunting Horror to do the job.

* 	If dePalermo is killed, Y'golonac will leave in the form of smoke as described 	earlier. Y'golonac will then possess a priest and try again as described above.

* 	If the investigators are hidden somewhere on the cemetery there is a fair chance that they will be discovered by a Servitor of Y'golonac that crawls up. For every Servitor that appears at random, every investigators must roll a POW*8. If this roll fails then the new Servitor has discovered the investigator. If several misses this roll, it is the one who fails the most who will be discovered. The Servitor will instantly attack and this means that dePalermo also will discover the investigators, and he will escape for cover. An interrupted ceremony will only succeed if the investigator with the highest Luck fails that very roll. If no Hunting Horror will appear, dePalermo will try to flee.

* 	If the investigators tries to shoot the urns they will be at -50 %. They have only 	one chance before dePalermo, the urns and the Hunting Horror are gone into 	the night. If they manage that one shot, Bothnius is gone forever.
	If the investigators fails in the first moment (more than one can shoot at the 	urns, but only if they shoot at exactly the same moment), dePalermo and the Hunting Horror will do everything to protect the urns and to escape.

In his book "A Scornful Laughter or The Confessions of the Vicar" Bothnius speaks of a strong box of metal. The reason that his essential salts now is in two urns is because he was warned about the effects of mixing his salts with corroded metal.

Hunting Horror
STR	36		Weapons:	
CON	12		Bite 65 % 5D6
SIZ	45		Tail 90 % Grapple only
INT	15
POW	19		Knows no spells
DEX	14
HP	29		Armour: 9 pts of Armour 
Move	7/11 Flying		  Cannot be impaled

Concerning Old Grand
This whole area is filled with underground labyrinths which sometimes - by mistake - is inhabited by different obscenities from the world of the Mythos. One example of this that the investigators can discover is when the county in the early fifties decided to try and put a system of water pipes right through the area. It became one of the more costly experiences of Oldham county ever had. The system had constantly problems, either giving out bad or strangely polluted water or no water at all. Finally the county gave in and cancelled the project. It is however documented in the local paper in a series of small articles from the 1 of July until the 15 of August 1952. Among these articles there is one where a big water pipe was totally clogged by a repellent thing, slightly reminiscent of a rotting body, black and slimy and with a few limbs left. Knowledgeable people believe that an animal somehow drowned there and then became as it were due to the sick water running through. Any investigator who sees the photo in the paper believes something else and loses 0/1 SAN. A Cthulhu Mythos roll will tell that the thing probably is a smaller servitor of some kind, maybe a spawn from a mightier being.

Keepers Information:
This is a spawn of Abhoth, caught in the pipe and unable to get free. No being is down in the pipes that still lies under the city at this moment, but it is possible that the investigators might like to examine it some more. If so, improvise and describe the foul scent, the slime on the walls and the darkness that rules down under. However, there is nothing there.

The Labyrinth
According to the paper in the metal box from the church cottage one can find an entrance to the labyrinth if one is standing that "the Grand hides the church sweet silhouette" and then goes towards a steep edge. Quite right, there is a steep edge some 60 yards from the old house grounds. A large stone is lying against the cliff and if 3 men with a lever can overcome the stone's size of 30, they can enter. If Bothnius and dePalermo has already come this way, all that is left is the shattered remains of the stone and the entrance is clearly visible.
Just a couple of yards in (and down) the first horrible carvings in the stone can be seen. 0/1 SAN. The tunnel is fairly large and bends constantly back and forth, never going in a straight line. It has a few smaller side paths, but they end quickly, and its direction is back to the church with a distinct angle downwards. 
During their walk the investigators can see
 
* 	a huge rat that is "crumpled together" as by a giant hand

* 	a smelly, slimy black brown pile without any forms (Siz 12) that, if the 	investigators examines, proves to have some organs.

The tunnel doesn't end below the church, however, but instead continues much longer than that. After thirty miles they finally reach their end point and is by then rather deep under the surface. 
They will see a huge cave (HUGE) where a city, apparently abandoned, is located. It is pitch black and their flashlight cannot by any means cover the entire area. Everything seems to have been made out of polished black stone (a Geology roll reveals it to be diabes) and very regular and geometric. The tunnel in which the investigators travelled turns into a 8 yard wide street, made of octangular stones. The street runs down between the tower-like buildings which has entrances and windows that suggest inhabitants of human size. Not before long, a Spot Hidden can reveal occasional traces of black slime, sometimes old and dried, and sometimes fresh, sticky and shivering.
The buildings are high and ominous. If the investigators enters and examine, one of them they can with a Cthulhu Mythos roll reveal that it is probably a question of some kind of Serpent men who have lived here. Otherwise can they only understand (by the technique use to create these buildings and a strange machine they find with levers and movable plates) that this place was inhabited by intelligent beings. They will not find any remains or anything similar though, just darkness and silence.
But the street on which they arrived seems to be larger than those who takes off to the sides, and it goes fairly straight forward to the centre of the city. About half a mile into the city on this main street they can see how a hill is towering. A street circles round the hill and seven other "main" streets comes in to the hill which now seems to be like the centre of a giant spider web.
At the top of the hill the investigators can see a large park-like area, but with statues and artworks instead of trees and bushes. Even more, there is two large temple-like buildings, throning over the city. Amongst the statues they can see a few Serpent men, and with the shadows that exists here any of these statues could be alive. This sight costs 1/1D4 SAN. 
The two large buildings are not more than ninety yards from each other and with the entrances facing each other. They are however, not very similar in appearance, one is unregular with protruding pillars and towers, the other strictly regular and geometric. Both have big entrances, bigger than any other building that the investigators have seen. 
When the investigators have reached the park and is looking at the buildings, they are attacked by a slimy being without any direct form. Before this they have noticed a foul, unclean smell in the area (it was also present in the city below them, but much fainter there).
It is a Spawn of Abhoth who, via a gate in the temple has come here and now attacks to eat.

Spawn of Abhoth
STR	30		Weapons:
CON	30		1D3 Tentacles 60 % 1D4+grasp
SIZ	18		Swallow 60 % 1D6/round+1 APP
INT	0		
POW	11		Knows no spells
DEX	13		Move: 8
HP	24		Armour: None, but takes minimum possible damage of 					bullets

Will attack with 1D3 tentacles per round. An investigator who is caught will be swallowed the next round and is after that totally absorbed inside the horrid creatures body. The damage done there is automatic and the investigator can not do anything. Every bullet that hits the creature forces the swallowed investigator to make a Luck roll to avoid being hit. Melee weapons will give the investigator a Luck*2. The creature has only three tentacles, and if an investigator is being held without being swallowed, the creature can only attack with two tentacles the next round. If an investigator is being held by a tentacle (damage only on the first contact with the tentacle, after that there is no damage just to be held by a tentacle) he can attack if he manages a Luck roll.
The spawn will attack with a free first round since it is easily mistaken for a statue.

If the investigators manages to kill the foul beast, they can see a black, slimy trace from the body of the beast leading into the irregular temple.
The interior of this temple is that of a stylised cave system, with many labyrinth detours that sometimes ends in empty space. The entire temple is dark and filled with Serpentmen sarcophaguses and statues. If the investigators wanders of into the centre of the temple they will finally come to a huge room with a pool filled with black liquid. A Cthulhu Mythos roll will reveal that this is a temple in the honour of Abhoth, and another roll will reveal that the pool is probably a gate. This gate leads directly to Abhoth, costing 1 Magic Point and 1 SAN. If the investigators jumps into the pool they will also lose 1 HP before they are standing before Abhoth, Source of Uncleanness. If this happens, what comes then is up to the keeper. The most likely is that Abhoth simply kills the investigators who approaches him, but since he and Y'golonac was rivals in this little city, he might be willing to aid the investigators (for more information on Abhoth, look in the rulebook).

If the investigators enters the other temple, they will find themselves in a small entrance with a big door on the opposite side. Strange carvings are made on the heavy stonedoor. But it will open easily and anyone who looks into what's beyond the door will lose 1/1D4 SAN, because there is two rows of Serpentmen, standing on each side of a corridor. The investigators will realise quite soon that it is only two rows of sarcophaguses with buried serpent people standing on opposite sides of a corridor. It is possible for the investigators to find a magical item here if the keeper so wishes. 
The corridor is 150 yards and the investigators can see some kind of light at the end of it.
It will end in a gigantic hall, that will cost a peeping investigator 1/1D20 SAN when he sees that the lights comes from a huge Y'golonac (Siz 150). Right after this, the investigator will regain 1D20 SAN (with a maximum of the number that he lost at the sight) when he realises that the vision is a mere illusion, unless he has gone insane, then there is no gaining of SAN. 
The hall is quite deserted, no sign of dePalermo or Bothnius, 15 yards high with some kind of windows at the top. Along the walls are more Serpentmen sarcophaguses, but behind the vision of Y'golonac is a empty sarcophagus with a stone plate containing some carvings above it. Occult or a Cthulhu Mythos roll will show that this is a gate to some other solar system in the universe (it leads to Y'golonacs dwelling and travelling through it costs 13 Magic Points and 1 SAN).

By now everyone should be aware of what time it is.
At midnight Friday, 20th of August the ritual to free Y'golonac will start. It will run until midnight Saturday 21th of August (24 hours in other words) when the walls will crash down. This is important to keep a good account of the investigators Magic Points.

If the investigators travels through the gate they will end up on a plateau in a gigantic crypt in a mountain. On the other side of a bottomless and 60 yards wide ravine is a huge stone wall, some fifty feet in from the ravines edge. A narrow and weakly-looking wooden suspension bridge is the only thing that can lead to the other side of the ravine.
If the ceremony has begun at the time when the investigators reaches the scene, it will cost 1/1D8 SAN to see, no further away then 150 yards from their hideout, approximately 1000 figures (Servitors of Y'golonac) who are engaged in a mad ceremony with sick tones coming from distorted instruments, fires of different kind, and participants that falls to the ground, dead, spontaneously. A successful Spot Hidden will reveal to the investigators where dePalermo and Bothnius are standing.

At any time a Servitor of Y'golonac can appear from some corner and attack the investigators, but there is no risk of being discovered by those who are involved in the ceremony, unless the investigators shoots at the leaders (dePalermo & Bothnius). If this happens, the investigators better flee instantly or suffer the wrath of the Servitors. None of the Servitors can pass through the gate however (they only have 2D6 POW), so back in the ancient city, the investigators should be somewhat safe...

If the ceremony is allowed to finish, the steaming walls will explode and Y'golonac will walk over the ravine to the stone pillar that is the gate from this side. He is now free and more powerful than an avatar. SIZ=150, POW=100 and extremely hard to injure. SAN-loss= 1D10/1D100.
To stop Y'golonac from entering our world, the investigators will have to perform the spells that are found on the paper in the metal box from the church cottage. One investigators will have to stay on the "other" side to destroy the gate from that side. He will most definitely be remembered as a hero by the surviving investigators.
Anyone investigators surviving this game will get 2D10 SAN, plus another D4 if they saved any of dePalermo's victims.
Sadly, the world is doomed unless the investigators manages to sabotage the gate.