You are on page 1of 35

To be, or not to be?

That is the question


Whether tis nobler in the mind to suffer
The slings and arrows of outrageous
fortune,
Or to take arms against a sea of troubles,
And, by opposing, end them? To die, to
sleep
No moreand by a sleep to say we end
The heartache and the thousand natural
shocks
That flesh is heir totis a consummation
Devoutly to be wished! To die, to sleep.
To sleep, perchance to dreamay, theres
the rub,
For in that sleep of death what dreams
may come

the dreams of
the sleep of
death
Contents

Introduction......................................2
The Shesuru Wu............................2
WU THE SHESHRU, in Siamese Cat Form 3
WU THE SHESHRU, Demonic form 3
WU THE SHESHRU , Dreamlands Form

The Sleep of Death...........................4


The Cave of Slumber.....................5
Mary the maid...............................6
Choi Mei-ling.................................6
Background................................6
Cavern of Flame...............................8
Night Time inThe Enchanted Wood. .9
Cat in Trap.....................................9
By the rivers of Oukranos...........10
Sheshru Attack...............................12
Ulthar.............................................13
Arriving to Ulthar.........................13
Ymmas.....................................14
What the locals know about the Enchanted Forest
The Burgomaster Kranon............15
The Keeper of Dreams....................16
The Stone Door to the Underworld. 18
The Gug Fisherman.....................19
Return to Enchanted Wood..........20
The Haunt of the Zoogs...........20

14

The Machinations of the Zoogs......22


The Reflection.............................22
Berries and Bodies......................23
The Sheshru Attacks again..........24
Hunted!....................................24
The Steps of Deeper Slumber........25
The demon cabinet of Mister Lung (Emily Solo)

26

Appendix........................................27
Rules...........................................27
Combat....................................27
Pushing Rolls............................27
Skills in Dreamlands.................27
Weapons in Dreamlands..........27
Dying while under the effects of the sleep of death
Dreamlands Cats and their Enemies 27
Ideas...........................................28
. Arties Nightmares..................28
Wildcard...................................29

27

Introduction
The Shesuru Wu
The cat demon that Mr. Lung has predicted will attack him on Monday the 13 th of
April 1925 is a Shesuru, one of the seven cat servitors of the cat goddess Bast
from when she was worshiped as a sub cult of the Black Pharaoh.
The Shesuru exists in both the dreamlands and the real world and attacks its
prey in both. Its victims fall into The Sleep of Death where their living essence,
their soul is compelled to visit the dreamlands while the demon stalks them into
both worlds. The Shesuru uses its semi-magical tracking powers to stalk its
victims in the dreamlands. It arrives at the same point as its victims about an
hour after them.. it is a cat after all and enjoys the chase. When it catches its
prey it pins it and mesmerizes it into revealing its location in the waking world.
The prey is then devoured in the dream world and the waking world.
Ho Fong has had enough! He has had to suffer
the insult of the attack on his warehouse, the
failure of his assassins to wipe out the party, and
his inability to track down either them or Jack
Brady. So Fong and Carl Stanford working
together have summoned the Shesuru Wu using
as material components a cat mummy from the
time of the Black Pharaoh and dedicated to the
The Beast aspect of Nyatlathotep gifted by
Omar Shakti and also personal items of its
intended victims.
Ho-Fong has had agents of his bribe the cleaning
staff of The Palace Hotel to get him discarded
belongings: used drinking glasses, hair etc to
use as material components to curse the party. To
catch Brady they have used a love note from Brady that was with Choi mei-lung
when Carl Stanford captured her on the 12 th of April.
Unfortunately for Ho a few things go wrong, firstly Emily is under the protection
of Nodens, who as a powerful patron of the dreamlands is made aware of the
shesuru and its victim, he will rescue Emillys sprit and deliver it to Mr Wu who is
also a worshiper of Nodens. Also one of the hairs that was delivered to Ho was
not from Jean-Paul as was thought but is actually from one of the maids that was
bribed and Mei-Lung had so covered the letter in kisses that it made a stronger
link to her than to Jack Brady.

WU THE SHESHRU, in Siamese Cat Form


STR 02 CON 08 SIZ 01 INT 12 POW 19 DEX 22- MOV 10
HP 05
Damage Bonus: -1D6.
Weapons: Bite 50%, damage 1D2-1-1D4
Claw x2 60%, damage 1D3-1D4
Armor: if injured in the waking world, it changes
instantly to cat-demon form even if injury is enough to
kill a normal cat
Spells: none in this form
Skills: Cajole 72%, Climb 90%, Jump 90%, Yowl
99%.Sneak 80% Hide 80%
Sanity Loss: none.
In the dreamlands this is the daytime form of the Sheshru, although the players
are unlikely to encounter it, as the Sheshru as soon
as it changes and feeling vulnerable, jumps to the
moon (it is still a dreamlands cat!) and hides there
until night falls again in the dreamlands
WU THE SHESHRU, Demonic form
In demon form, Wu is a 250-pound house cat with a
big aggressive belly, gnarly glowing claws, and eyes
that flash and smoke.
STR 23 CON 20 SIZ 18 INT 12 POW 19 DEX 11 MOV
10 HP 19
Damage Bonus: +2D6.
Weapons:
Claws x2 70%, damage 1D8+2D6
Grapple 70%
Armor:In the waking world ignores physical
weapons and natural damage, in the dreamlands it has 6 points of tough skin
and magical protection
Pounce: The Sheshru can move and attack once as a single action
Skills: Dodge 80%, Jump 80%, Sneak 80% Hide 80% Spot Hidden 80%, Listen
80%
Spells: none applicable
Sanity Loss: 1D3/1D10 SAN.

WU THE SHESHRU , Dreamlands Form


In the dream land the Sheshru can perform Hypnotism on
any grappled target. POW vs POW for it to force its target
to reveal where they are in the waking world.
See hypno cat gif!

The Sleep of Death


Night (Shanghai)
As night falls the Investigators try to
settle in to sleep for their first night at
the Astor House Hotel. The Investigators
have booked in under false names and
hope that the cultists have not been
able to trail them from where they were
attacked at the Palace Hotel.

Apart from the usual sleep problems that an experienced investigator would be
expected to have, there would seem to be another problem tonight as it would
seem to be much agitation amongst the local cats. In fact the players are already
asleep and under effect of the Sleep of Death, anyone who said that they are not
sleeping unknowingly fell asleep wherever they were and are now dreaming that
they are awake. Sounds of caterwauling and cat fights are
heard from outside the investigators windows and continue
until somebody goes to investigate. If nobody investigates
the sound switches to that of very loud purring.

Opening a curtain reveals two giant pairs of cat eyes


looking in SAN 0/d4. At this point the players are falling
deeper into dream and reality begins to break down, the
giant cat at the windows seems to be pawing at the
window and is about to burst into the room, at other
windows cats can be heard bashing against the windows
and the corridors are full of a streams of cats that trip at
and scratch the Investigators.

Roll Spot hidden skill to notice that although predominantly black cats amongst
the cats are some unusual breeds, notably Siamese, Manx tailless cats and even
hairless cats. Opening cupboards at this point will reveal more cats falling from
within. Shooting at the cats, will kill individuals that disappear under the weight
of cats, shooting at the giant cat seems to be ineffectual, perhaps provoking a

swipe of its paws that knocks the investigator over to be pulled away by the
stream of cats. SAN (1/d6)

Investigators that run down the stairs (or up the stairs or even run around a
corridor) find themselves suddenly on a wide desert plane facing a horde of cats
running towards them and with a cliff wall behind them, a cave mouth would
seem to offer the only source of refuge. With them there are also two unknown
terrified looking Chinese women as well as Emily. Behind the horde of Cats there
would seem to be the enormous cat again. To avoid fleeing toward the save
requires a successful SAN roll. While running in panic towards the cave a things
swoops down and grabs Emilly. Shocking and uncouth black thing with smooth,
oily whale like surfaces. unpleasant horns that curved inward toward each other,
bat wings whose: beating make no sound, ugly prehensile paws. and barbed tails
that slashed needlessly ,and disquietingly. And worst of all, no face! It flies away
with her in its grasp, with its tail wrapped around her and the pointed end
tickling her madly. Emily disappears screaming into the sky.

NIGHTGAUNT, the Faceless Horror (Sent by Nodens to


rescue Emily)
STR 11 CON 11 SIZ 14 INT 4 POW 11 DEX 13
Move 6/12 Flying HP 12-13
Weapons: Grapple 50%, damage held for tickling
Tickle 50%, immobilized 1D6+ 1 rounds.
Armor: 2-point skin.
Skills: Hide 90%, Sneak 90%
Sanity Loss: 0/1D6 Sanity points to set a nightgaunt.
The Cave of Slumber
Once inside the cave the sound of pursuit dies off and
looking out of the cave entrance reveals only darkness, anyone venturing out
into the darkness finds themselves somehow returned to the cave after a few
steps; this strange development costs the traveller 1/d3 SAN. At the back of the
cave is a balustrade staircase that leads down into the gloom. The only light
source (unless players brought something with them) is a dim light shining up
from the stairs. If the investigators dally too long great tendrils of darkness spill
in through the cave entrance (0/d3 SAN)
Also in the cave are Mary, a maid from the palace hoteland Choi Mei-ling

Mary the maid

Marys real name is Sima Qian, she was paid $20 dollars to get some personal
items from The Palace Hotel while cleaning the rooms. She doesnt believe in
black magic, but knows some people do, so what if she gets some items for
them, anyway, who is going to say no to a tong member?
She thinks she is just having a nightmare and starts saying things like.. This
cant happen, I want to wake up! She is wearing a maids uniform from the
Palace hotel, which the players will recognise an idea roll. She will be reluctant to
admit that she helped the cultists, but when she finally believes in what
happened to her; will admit if she thinks it will help resolve the situation.
7

Choi Mei-ling
Background
Choi Mei-Ling was born into a well to do family but she
was disowned when she disgraced her family by going
to radical meetings and living with a young radical
doctor, Li Zhisui. When she became pregnant he
abandoned her and she miscarried and was destitute.
She began to earn a living as a Changsan courtesan, an
upmarket flower girl, catering for the richer clients that
wanted the full girlfriend experience.
She used the money she earned on an occasional opium habit. When Brady
needed a place to hide out, 88 Lantern street was suggested by Chu Min who
knew her from her radical days, and had met her again recently and was trying
to get her active in the cause again.
Brady and Mei-Ling fell for each other and Brady helped her kick the opium habit,
Mei-Ling stopped seeing other clients. Madame Gee was afraid of Brady, so
tolerated the situation, but Brady noticed he was being followed when returning
from the New China warehouse and decided that 88 Lantern street was no longer
a safe hiding spot and that he might endanger Mei-Ling. He went into hiding
again eventually staying at Mr. Mus house. When Brady was gone two days,
Madame Gee demanded that Mei-ling see clients again, which she refused, so
she was sold to 140 Lantern street where she ran off.
By the time Jack was settled enough to have his people enquire after her, to
bring her to Mr. Mus she had already ran off and the trail was cold. She has been
staying in the house of an old client and friend Mr. Dong Li, he is old enough to
be her grandfather and mostly wants fussing over. Unfortunately she was
spotted by one of Ho- Fongs gang members and was kidnapped, pulled off the
street into a dark car by Stanford and associates. She was carrying with her a
love note that Jack had written for her every time I put my arms around you I
feel that I am home. love Jack. She knows that Jack is involved in something
very dangerous; she knows he has to hide from members of the Black Fan
Devotees Gang, but she does not know the specifics of the evil Jack is fighting.
Choi Mei-ling
Courtesan, age 26
STR 8 CON 10 SIZ 9 INT 14 POW 15 DEX 13 APP 16 EDU 17 SAN 45 HP 10
Skills: Art (Dance) 45%, Art (Sing) 50%, Art (Story Telling) 40%, Bargain 20%,
Conceal 33%, Credit Rating 35%, Disguise 15% Dodge 30%, Fast Talk 35%,
History 30%, Listen 35%, Persuade 50%, Psychology 35%, Sneak 20%, Spot
Hidden 35%
Languages: Chinese (Own) 85%, Japanese 20%, French 20%, English 40%.
Currently
8

She has already seen some of the magical powers of Carl Stanford and Ho-Fong,
she thinks what is happening could be some sort of trap, perhaps they given her
a hallucinogenic? She doesnt know where Jack is, but is keeping the information
that she knows Chu Min and that Jack has been working with Chu Min from her
captors. If the investigators reveal that they know Jack, if they say that they are
friends of Jack, she will ask if they know Roger, who is Jacks best friend, but Jack
said was sick, she doesnt know where Roger is. When they have her confidence
she will reveal how the last thing she remembers is how she was being held and
tortured, she can describe her captivity and knows that she is being held
somewhere between the Old City and the French Concession. She recognises one
of her captors, he is Ho-Fong an important local businessman who was married
to the well-known socialite and actress, Wei Ching-Lai. Choi has not yet got the
death wish that she gets after her time in the Seven gates of Heaven, however
she is capable of deciding that she is better off not returning or even dying in the
dreamlands.

Cavern of Flame
The great marble steps (the seventy steps of light slumber)
plunge ever downward, finally opening into a vast cavern lit
by a huge pillar of purple and white flame that bursts from the
centre of the floor and disappears into the ceiling overhead.
Nearby are two very tall bearded men dressed in robes and high
mitre like headgear. The men greet the investigators calmly,
introducing themselves as Nasht and Kaman-Thah, priests
of the Cavern of Flame. For just a second the two priests look
surprised as newcomers usually arrive in the Cavern of Flame
without clothing or equipment . The priests approach the
investigators to judge if they are worthy to enter the land of
dreams, Kaman-Thah peers deeply into their eyes and looks
at his companion. We cannot interfere. They must pass, he says.
Nasht also looks into their eyes, then speaks gravely to the
investigators. Your lives and your souls are in great peril. There is
One who covets them and you have fallen into its trap. I say this but
once- do not reveal the location of your dreaming body,you arrive as waking
spirit, not dreaming spirit, find a way to leave the dreamlands, fail at this and
you are lost.
Created by great dreamers of the past
*Priests alter time of arrival?* *we know of entrance not of exit
Those that leave by this direction never find their way back
Safe during day
Mention Keeper of Dreams
With this the priests point them toward another descending staircase opposite
the first. These are the Seven Hundred Steps to Deeper Slumber, beyond which
lie the lands of dream. If the players refuse to descend further the priest warn
them that they will expel them forcefully and that the shock will be painful..

10

Night Time inThe Enchanted Wood


Night (Dreamlands)
The torch lit passage down the Seven Hundred
Steps is a long one. At the bottom the passage
opens out into a dimly lit forest of thickly-grown
trees; the passage itself winds upward into the
trunk of one of these great trees. Patches of
fungi hug the bases of the trees and fill the air
with musty earthy smells. Strange bird and
animal cries pierce the dense wood and odd
rustlings are heard above and all around the
investigators.
Paths lead off in several directions. At times the foliage is so dense that the
moon cannot be seen overhead.
Add zoogs (harmless for now) and cries of the Sheshru as appropiate
Cat in Trap
Night (Dreamlands)
As the party makes their way through the near- claustrophobic forest, they hear
a rustling commotion ahead. There, alongside the path, a cat painfully struggles
with a nasty steel trap that holds fast to one leg. Aram was in the woods, sent by
the Cat General to spy on the zoogs, but got caught in one of the Zoogs traps.
If they help him, the cat called Arram cat might accompany them for a while, can
speak English a bit, although is in too much pain to concentrate until the trap is
released, when he will say thanks (SAN 0/d3) although if they are leaving without
helping him, he will should out Are you just going to leave me here!) The cat
smells the Sheshru in the forest! Something very odd is here!
If they dont rescue him, he will chew off his own leg after some hours and
hobble back to Ulthar, the cats of Ulthar know of this (somehow) straight away and
will not help the players

11

Aram a dreamlands cat,


STR 2 CON 7 SIZ 1 INT 13 POW 13 DEX
31
Move 10 (currently 6) HP 4 (currently 3)
Avg. Damage Bonus: -1D6.
Weapons: Bite 30%, damage 1D4-db
Claw 40%, damage 1D3-db
Rip 80%, damage 2D3-db
Spells: able to leap through space to
other worlds.
Skills: Speak English 30%
A cat can attack three times in a round. If both claw attacks hit, it will hang on
and continue to bite, and rip with the hind legs
Psalm 137
from then on. Dreamlands cats can attack on
mass to much greater effect.
By the rivers of Babylon we sat and
wept when we remembered Zion.
By the rivers of Oukranos
There on the poplars we hung our
harps, for there our captors asked us
Night (Dreamlands)
for songs, our tormentors demanded
The Dreamers can hear the sound of running water
songs of joy; they said, Sing us one of
ahead and if they continue in that direction come
the songs of Zion! How can we sing
across two bearded warriors sit crying with their
the songs of the Lord while in a
heads in their hands by the side of the river. In a
foreign land? If I forget you, Jerusalem,
nearby tree are hung two harps.
may my right hand forget its skill. May
my tongue cling to the roof of my
mouth. if I do not remember you, if I
do not consider Jerusalem my highest
joy. Remember, Lord, what the
Edomites did on the day Jerusalem
fell. Tear it down, they cried, tear it
down to its foundations! Daughter
Babylon, doomed to destruction,
happy is the one who repays you
according to what you have done to
us. Happy is the one who seizes your
infants
Tomar and Yitzak are part of Rabbi Tsou Jungs
and dashes them against the rocks
dream, they are an incarnation of his fears of exile
and having to live as a minority culture. They are Psalm 137 brought to life.
If they are made aware of the players they will challenge the players
Are you Babylonians? Are you Edomites? If they are with the cat.. Are you from
Ulthar?
When they realise that Tsou is a Rabbi, they are very eager for news of Jerusalem. Is
the temple rebuilt, are our people still in Exile?

12

Must we still live in Exile still?. We were in the town of Ulthar and there they asked us
to , Sing us one of the songs of Zion! but How can we sing the songs of the
Lord while in a foreign land?
So we left the town to be alone here, lest we anger seizes one of their infants and
dash them against the rocks
A history roll or a theology roll will make the connection with the Psalm. At the fall of
the First Temple, and the Exile in Babylon the Edomites attacked Judah and looted
the Temple.
Tomar and Yitzak feel condemned to eternal exile and tire of the joys of life.

Their attitude can be changed in a number of ways. A theology roll can inform that
there is a real problem with this psalm. It lies in the fact that God had instructed
these exiles to pray for and seek the peace of Babylon. Jeremiah had written to
them: "And seek the peace of the city where I have caused you to be carried away
captive, and pray to the LORD for it; for in its peace you will have peace" (Jer. 29:7).
It appears that the author of Psalm 137 has rejected Jeremiahs message. He is not
praying for the peace of Babylon but for her destruction. Certainly it is clear from
Psalms 58 and 109 and others that it is entirely proper to pray for the destruction of
Gods enemies, but in this case God had expressly told the exiles not to pray this
way. In other words it is normal to feel pain in Exile, but it is G*DS plan for you to live
in Babylon.

13

A Persuade Roll and a music or sing roll. With two successful rolls the attitude of
the two warriors is greatly changed. They wish to travel back to Ulthar and further
afar to find more of the children of Zion to tell. They travel onward with the players,
showing the way, but soon disappear behind some trees and are not seen again until
they come to fight the Sheshru. With only one roll they agree to sing one song on
their Harp, they sing the tale of David versus Goliath and then they excuse
themselves and say they must continue their endless travels.. following them is
impossible as above.
The Israelites, if friendly can give weapons.and even armour, perhaps this is a good
time for the dreamers to discover they have some new skills?

14

Sheshru Attack
Night/Day (Dreamlands)
To give the dreamers a chance the priests Nasht and Kaman delayed the time at
which they entered the dreamlands, mainly because it likes a chase, the
Sheshru normally arrives at the same place and somewhat after its victims.
Having hunted unsuccessfully in the forest all night for the Dreamers, it finally
catches up with them as dawn is almost arriving and as the forest starts to thin
out and perhaps come to an end.
The Sheshru will sneak up on them 80% and will pounce on Mary the Maid
The following round he will Hypnotise her, she will say in Chinese. Servants
quarters 15, The Palace hotel, it will then eviscerate her.
The players have 3 rounds to survive until they are saved by Israelites, an army
of cats or just the Dawn.
The Sheshru will try to grapple a player and get it to reveal where their sleeping
bodies are
At the start of the 4th round the cats or Israelites arrive and attack, freeing any
pinned players..
Dawn arrives soon, at dawn the Sheshru shrinks to the size of a normal Siamese
cat, arches its back in fear and leaps an incredible distance into the sky (it is off
to the moon)

15

Ulthar
Day (Dreamlands)
See spawn of Azathoth page 106- Ulthar and Beyond for city guide
The city of Ulthar is a peaceful place occupied by traders and farmers on the River Skai, is the
nearest and largest settlement to the Enchanted Wood. The suburbs of Ulthar are a mix of small
cottages and neatly fenced farms. The town itself is built on several hills which stand on the
banks of the river Skai. The city is a cluster of winding red and white houses with peaked roofs,
bulging with upper stories that follow winding streets. It is picturesque, peaceful and beautiful,
built around the single huge stone edifice of a temple to the Elder Ones, which sits upon the hill
overlooking the river, covered in ivy. The narrow streets are cobbled and well worn.
The town divides into two sections, the Old Town which is many thousands of years old and
surrounded by a great stone wall, and the New Town which has grown up over the last few
hundred years consisting of lower buildings on flatter ground, some of which are not fortified.
Ulthar is home to a frequent presence of cats, and according to a very ancient and significant
law, here no man may kill a cat. On occasions at nightfall the cats can be heard singing a song of
praise to the moon.
The main law of the city is this: None may kill a cat. These intelligent creatures converse with
humans if they care to, and live off the good graces of the locals, who consider them both good
luck and a deterrent to evil magics. Because of the law, the city is covered in cats. Locals are
quick to inform visitors of the rule. Off to the northeast, down the river Skai, the rolling vast green
of the Enchanted Wood is visible from nearly every eastern part of the city.
The old couple's house, has not been built over. Is a crumbling ruin, perched in an overgrown lot.
Its thatched roof is long-gone, its stone walls beaten by the rain. Perhaps it was set on fire once,
decades ago, by a reckless youth or a passing god- nobody can remember which. At any rate,
the walls are scorched, and the building is gutted. Sickly plants poke upwards from the dirt floor
of the building. The children of Ulthar fear the place, but do not shun it- the bravest amongst
them, perhaps, tell tales of nights spent in the goblin-haunted cottage to their admiring peers and
disapproving parents. They shouldn't be believed though, nor should their parents worry. the
crumbling house holds nothing more sinister than a few mosquitos bred in fetid pools shaded by
fallen masonry- the Cats of Ulthar have made sure of that.
At sunset on St. John's Eve, before they vanish to wherever it is that they go on that night, the
cats of Ulthar gather upon the walls of the hovel, and in the trees and bushes of the yard, and on
the roofs of the houses around it, and raise their voices in a single, sad, prayerful yowl as the sun
sinks below the horizon. Should you be in the area at that time, I'd really suggest you bow your
head in deference to their mourning.

16

Arriving to Ulthar
Arrival in Ulthar is easy. There are no guards, no walls and no security to speak
of. People wander in and out through the fields of wheat that grow around the
city, and simply walk in, often with locals offering a hearty Hello! or Good
morning! or cats swarming visitors and rubbing up against their feet.
Often the streets are packed with dreamers, all clothed in identical linens and
each wearing the same waterskin and small pack, as if it were a uniform.
Travellers from Earth are cared for by the good graces of the localssuch is one
of the laws of Ulthar. Dreamers are fed, clothed as needed, and even outfitted for
adventure in the world beyond, if they wish. Ulthar has long been a trade capital
due to the huge influx of people. The people of Earth draw many foreigners to
trade and set up shop in such a bustling city. The dreamers themselves are a
tourist attraction.
Some streets are clogged with dreamers of every race and from every country on
Earth, who wander with grins of their faces through the beautiful city. At night
the city is silent except for the quiet patter of cats paws. Dreamers often vanish
the night after they arrive. Still others remain for days or weeks of local time,
sleeping in the fields, in barns or in spare rooms, living off the good will of the
locals. The locals think nothing of this. It is the way of the city.
Player characters hoping to settle into Ulthar find ready accommodations simply
by asking. There are no taverns or inns to speak of, and money does not change
hands for such things in Ulthar. With the elasticity of the dream, there is always
room and food enough for all.
Ymmas
Some people in Ulthar will react strangely to Thomas Van Lipwig (Jesse).. they
will say another person who looked just like him but was called Ymmas visited
about a month back and that he stole things (A book from the library Excerpts
from the Seven Cryptical Books of Hsan and a crystal from the treasury) from the
temple of the Elder gods.. they will bring him to see the Burgomaster. The
Burgomaster will accept Thomas explanations if he tells the truth
Artie and the Leprechaun see at end
What the locals know about the Enchanted Forest
Locals believe there is a gate to Earth in the Enchanted Wood, and that dreamers emerge from
the woods and walk to the city. But beyond that they know very little. It slowly becomes evident
that no one in Ulthar has seen a gatenot even the dreamers from Earth! They have simply
surmised, over the years, that since dreamers from Earth emerge from the woods, a gate must
be there. The locals also share the inconvenient fact that no one can enter the Enchanted Wood.
Those who enter find themselves turned about by magic and emerge as they came, completely
confused. Those who have stood at the threshold of the forest have seen the comings and
goings of the Zoogs. These tiny, evil creatures haunt the woods and are a threat in the area

17

surrounding the forest. Inquiries into breaching the barrier have been, at best, spotty. When
dreamers return to Earth, more often than not they simply dematerialize while asleep in Ulthar
or its surroundings, vanishing in a wisp of smoke. Such a sight is not at all unusual. None reenter the wood or have any cause to do so.

18

The Burgomaster Kranon

The leader of the city is the aged and wise Burgomaster Kranon, who is to be
found at the Palace, which is constructed of the finest marble with golden spires
and ornate roofing and situated upon a high hill exceeded only in height by the
temple of the Elder Ones. Kranons royal guard consists entirely of women with
curving scimitars and halberds.
Those wanting to meet the burgomaster will be brought to his office where
Kranon sits behind a huge desk carved from a single piece of golden wood. He
wears a red and white cassock along with a leather jerkin, and an inordinate
amount of bronze jewellery, His hat is a Tricorn and hangs on his head in a
manner which suggests it is always about to fall off. On the desk, blue-black
books bulge with thick pages, stuffed with notes and pictures, scrolls and writs.
His pen is carved from ivory and appears to be a lizard and cat intertwined in
combat. The tip of the cats claw is the ink hold.
Visitors find themselves at the mercy of Kranons booming voice. He seems to
run things in Ulthar. Name? Place of birth? Age? He rails off a litany of questions,
writing each answer down in his huge, blue-black book. Once these essentials
are done, Kranon, pleased, becomes more pliable.It is his job, he says, to
mediate disputes within the city and to see to the needs of dreamers that exceed
the provenance of the locals. He is burgomaster for life, having been appointed
nearly eighty years beforethough he looks no more than sixty himselfby the
Keeper of Dreams.
Kranon can explain the rules of the city, the source of the dreamers, the rules
about killing cats, the danger at night of the Zoogs to those near the Enchanted
Wood, and function of the Keeper of Dreams. Kranon takes particular interest in
the Dreamers and their story. He seems to know immediately when a character is
being truthful or evasive, and those who tell the absolute truth find the
Burgomaster a valuable ally

19

The Keeper of Dreams


Day (Dreamlands)
All locals know of the Keeper of Dreams. This person is a secretive magician
known to haunt isolated areas of the city, who offers people a magical trinket
which grants their deepest desires. Few can articulate how they know the Keeper
of Dreams exists, or where, only that such knowledge is certain. It is more than a
local legend; it is inherent and magical knowledge. Those searching for
something in Ulthar (like say, a way to get into the Enchanted Wood), particularly
those from Earth, are directed to search the city for the Keeper of Dreams. The
locals cant say how to find the Keeper, but say that those who deserve such a
reward will always find it.
The Cats: The cats of Ulthar are legendary, known far and wide for their wisdom
and humor. The cats magic might reveal the Dreamers special origins. From
that point on, the cats can become allies, offering hints, leading the Dreamers
places and generally assisting in the search for the Keeper of Dreams. The cats
can also reinforce the fact that the Keeper of Dreams is indeed a real thing. If
Arram was freed earlier, he may be used here to great effect
The Keeper of Dreams is in fact a spiritual force that takes human form and
haunts the streets of Ulthar, magically assisting those in true need.

In the Market place the dreamers can chance upon a pink and white carnival tent
. The dreamers attention is drawn by a strong voice that carries far. Come one!
Come all! Gaze upon the greatest wonder of the natural world. If they head for
the crier, the dreamers see a straw-hatted fellow in a white suit. In clear tones he
exhorts passersby to enter the tent set up behind him, while continually
brandishing a bamboo cane
Step right up! he invites. For the nominal price of one thin dime, you can see
the only captive specimen . . . the only living example south of the Cerenarian
Sea! None other than one of the colossal purple spiders from the distant North!
20

With his cane, he gestures toward the tent flap. If the dreamers choose not to
enter immediately, they may watch as a young couple approach and, paying the
fee enter the tent while the barker holds open the flap. Seconds later, the
dreamers hear the girl scream, rapidly followed by the sight of the frightened
couple bursting from the tent. They are scared but giggling, and soon disappear
into the crowd.
Should the dreamers choose to enter the tent, they must have the price of
admission. Though the barker actually calls for a dime, he accepts almost
anything of value-a fresh duck egg, a cheap ring, a scarf, etc.
Inside, several lanterns dimly light the tent. They hang from the support poles
holding up the canvas. The interior is much larger than the outside dimensions
would suggest. Inside sat at a simple wooden chair is an oldish man with dark
untidy mop hair and a spotted bowtie

So, you have found me.


His demeanour is one of immense power and responsibility. His charm,
intelligence and impression of power make it clear he is something much greater
than what he appears
Attacks against him are useless. They lead only to the attacker looking foolish.
The Keeper of Dreams knows that the Dreamers seek a portal back to Earth, and
are under threat from the Sheshru.
Depending on time left he may ask a favour first
think of this as a pass it along system, somebody had to go on a quest to get
your trinket and in return I gave them the golden fleece they were looking for,
now you need the trinket so I have to ask to to help the next group to seek my
help
The Keeper of Dreams asks them to go an isolated clearing at the edge of the
Enchanted Forest to recover a single flower called the Kalixys, which grows in a
cursed spot. He gives the Dreamers a map and says that only access to that
small portion of the Enchanted Wood is permitted. Those who stray from the path

21

will be lost forever. If the Dreamers return with the flower, they are granted the
mystical trinket by the Keeper of Dreams.
The trinket: is a small diamond set in the ellipse of an eye, a blue-white stone
that twinkles even in absolute darkness.
This is the key to the Wood. With it, you can cross the threshold. It will not
protect you from what haunts that space. Fear the things that move in the dark.
They have allies from beyond this world.
He adds Dont forget to Scream on the way out please!

The Stone Door to the Underworld


Day (Dreamlands)
Those sent on a quest by the Keeper of Dreams can follow his map, as it clearly
marks a path from the River Skai into the Enchanted Wood. If they follow this
path and do not deviate, they travel safely through the Enchanted Wood without
succumbing to the mystical protection of the forest that turns uninvited travellers
around. The path winds through a stunted portion of the Enchanted Wood, where
the trees seem sickly, covered in blight and overcome with fungus. The floor of
the path is covered in small animal bones, discarded armour and weapons (long
since gone to the elements) and fresh tracks which appear to be rat-like. Those
who roll Listen or Spot Hidden detect tiny creatures watching their progress and
whispering to one another in the darknessthe Zoogs.

22

Sickly ivy drapes the tree trunks and closes off


the forest interior in a screen. Dreamers may
dig through this underbrush to look deeper into
the forest off the path. Those that do are met
with a magical sight. Through the screen of
ivy, perhaps forty yards into the forest
underneath the canopy of trees, is a stone
table. At that table are three of the most
beautiful women (or opposite sex) any of the
Dreamers has ever seen. These beings, bathed
in a spectral light, laugh and sing and drink
wine. They do not acknowledge any attempt at
communication and continue their festivities
no matter the ruckus made. Dreamers foolish
enough to enter the underbrush vanish into
darkness and are never seen again.
Those who stick to the path find the clearing
as it is marked on the map. The clearing is
very large, bordered by more healthy trees to
the north. A stone door hung with a giant iron
loop is embedded in the earth in the center of
the clearing, and the grass around it is rotted
and dead, covered in fungus, weeds and
unwholesome grey grass.
As the Dreamers near the stone trap door, a
stench begins to fill their nostrils. Within fifty
feet of the stone door, the clearing reeks of
rotted meat and worse smells, like wild animal
dung and wet fur. The tracks die off here. The
clearing is silent. Dreamers who roll a Dream
Lore roll realize the door in the centre of the
clearing is the door to the dreaded underworld
that is blocked at the peak of the Tower of Koth
which means the horrific city of Gugs lies right
beneath them SAN (0/ 1). In the midst of the gug city, the Tower of Koth contains
a stairway that leads to the Enchanted Wood in the upper Dreamlands. There it is
sealed by a huge stone trapdoor with a large iron ring. Because of a curse of the
gods, no gug may open that door, though no such restriction prevents a gug
from climbing to the very top of the tower.
Growing on top of the stone door, from earth which surrounds the iron loop, is a
lone, beautiful, thin flower. It rises more than two feet and is lit by a spectral
light. This is the Kalixys, the flower desired by the Keeper of Dreams. Characters
who simply rush up, however, are in for a surprise. The first Dreamer to come
near the door must make a Spot Hidden roll. Those that succeed spy a crack in
the ground beneath the stone door, and within the shadow two giant red eyes
23

watching. (Cost: 0/1D4 SAN.) The Gug has wedged itself at the door, waiting for
prey.
Coming near the door calls for a Luck roll. If it succeeds, the Gug lashes out but
cannot reach the character, and the huge arm smashes around on the grass
looking for prey (0/1D8 SAN), while smoking foully from the ill effects of the
Curse of the Underworld. If the Luck roll fails, the Gug gets a claw attack roll. If it
hits and the target fails to Dodge, the Dreamer is grabbed and dragged
sluggishly toward the crack. The Dreamers have three rounds to beat the Gugs
STR in a resistance contest or inflict 10 HP damage to its claw (past armor)
before the caught Dreamer is dragged out of sight. If they successfully resist or
inflict 10 points damage, the claw releases the Dreamerbut then the other claw
on the same arm pushes out and attacks! If the Dreamers avoid this one or inflict
10 damage to it, the Gugs arm retreats underground. If a Dreamer is pulled
underground the rest of the group gets to hear him or her ripped to pieces and
eaten alive. (Cost: 0/1D6 SAN.) The Gug does not return.

The Gug Fisherman


Waiting Beneath the Stone Door for a Tasty Catch
STR 51 CON 34 SIZ 58 INT 12 POW 11
DEX 14 Move 10 HP 46
Damage Bonus: +6D6
Attacks: Bite 60%, 1D10
Two claws 40%, 4D6
Armor: 8 points of matted hair, tough skin and cartilage.
Sanity Loss: 0/1D8

24

Return to Enchanted Wood


Day (Dreamlands)
The areas surrounding the forest are populated with sleepy farms and villages,
each little more than a simple crossroads at a mill or a large barn. The locals
here are much less friendly than in Ulthar, and the influence of the Zoogswho
sometimes travel outside the forest at nightis clear. The simple farmers are
fraught with superstition, eager to identify visitors and see them out. They lack
even the basic reflex of hospitality. They are used to newcomers wandering out
of the woods, and will try to direct the Dreamers to Ulthar. They are not at all
used to anyone moving toward the forest, and assume such individuals are up to
magic or mischief.
Approaching the woods, the farms fall into disrepair, leading finally to rolling
fields of high green grass that rises to waist height. The trees of the Enchanted
Wood are like a wall. There are no outliers, simply a clear line of great trunks
whose canopy completely envelops in darkness what is underneath. It is
beautiful and intimidating.
Dreamers attempting to enter the Enchanted Wood without the trinket from the
Keeper or Dreams or his map to the Stone Door find themselves turned around
by some subtle but inextricable force. Within fifty feet of walking in they find
themselves emerging from the forest at the same point they entered. This power
is impossible to counteract with logic, markings, string, maps or any other
method. Even magical means such as teleportation and Directed Dreaming seem
unable to break the effect of the enchantment. If they find and wait at the point
just before they become turned around they can stand there indefinitely.
The trees are huge and close together, broken up occasionally by paths and
clearings lit by glowing mushrooms. Dreamers making Listen or Spot Hidden rolls
can detect the Zoogs. These creatures hover at the periphery of the light,
watching the Dreamers with interest. They make no attempt to interfere until the
Dreamers enter deeper into the Enchanted Wood.
Occasionally, and only during the day, a new dreamer from Earth can be found
wandering out from the perimeter of the forest. The newcomer is inevitably
alone, clothed in a basic linen garment, carrying a waterskin, a pack filled with
leavened bread, and a walking stick. He or she is friendly and talkative but
remembers little of what happened between slumbering on Earth and arriving in
the woods. Player characters that enter the Enchanted Wood with the trinket
from the Keeper of Dreams are not hindered as they walk deeper into the forest.
But they may find exploring the Enchanted Wood a dangerous proposition.
The Haunt of the Zoogs
The Zoogs are small, rodent-like creatures imbued with high intelligence and
powerful magical energy. Their faces appear mouse-like, except their glowing
eyes are large and bulbous. A Zoogs muzzle ends in a spray of multi-colored

25

tentacles which seem to shift and change as emotions play across the intelligent
face.
The Zoogs are small and harmless in limited numbers. However, in groups they
are powerful, magical beings. They have a dark relationship with the moon and
the creatures which inhabit it, such as the moon-beasts, and through them, their
dark lord Nyarlathotep. The Zoogs serve no entity in particular. They serve
power. Since the Dreamers escape from the Sheshru, the forces of Nyarlathotep
have been searching the Dreamlands to capture or kill them. The Zoogs have
been contacted by the forces of the moon and have agreed to search for the
Dreamers.
Zoogs are cowardly and rely on their small size and stealth to steer clear of
direct confrontation with such enormous creatures as the Dreamers. They do,
however, reveal themselves if they believe the Dreamers are disabled,
unconscious, or otherwise secured. When Zoogs appear, they always arrive in
groups of 2D6 or more, but they immediately abandon any Zoog caught by a
human. They are untrustworthy creatures, each with its own individual agenda.

An Average Zoog
Tiny, Clever Mercenary for the Moon
STR 3 CON 7 SIZ 2 INT 13 POW 11
DEX 20 Move 8 HP 5
Damage Bonus: 1D6
Skills: Climb 60%, Dodge 50%, Dream Lore 75%, Hide 70%, Sneak
70%, Track 50%. Languages: Zoog (Own) 65%, English 20%.
Attacks: Bite 30%, 1D4+db
Knife 25%, 1D6+db
Dart 20%, 1D6+half db
Spells: A leader of the Zoogs has POW 17 and knows the spells Living X and
Woeful Itch.
Armor: None.
Sanity Loss: 0/1D3

26

The Machinations of the Zoogs


Day/Night (Dreamlands)
Those who enter the Enchanted Wood in search of an exit to the waking world
find their progress hampered by the Zoogs. Direct confrontation is not their style.
Instead they use their magics to confuse and forestall the Dreamers and keep
them from progressing deeper into the forest, building in intensity towards
nightfall in order to delay the Dreamers. The Shesru cannot appear during the
day, but once night falls the Dreamers find themselves in a terrifying
proposition.
Use as many of the below as possible depending on remaining time

The Reflection
The Dreamers are drawn to a glowing pool of still water by what sounds like
distant city traffic. Each who looks in the pool must roll POW x 2%.
Those who succeed see a black puddle with no reflection in it at all, glowing at its
edges, like a puddle of paintdull and flat.
Those who fail the roll see the reflection of a Shanghai street, as if seen in a
puddle on the street itself. In the reflection, the Dreamer appears as his or her
normal Earthly self, but the Earthly body mimics all the movements of its
Dreamlands counterpart. Buildings can be seen in the background, as well as the
tops of cars and trolleys as they rush by. Other people pass, paying no attention
27

to the person staring into the puddle. Through the reflection all the noises of a
busy Shanghai street can be heard but they remain muffled and indistinct.
Dreamers that failed the roll are certain that they are seeing the real Shanghai in
the reflection of the puddle, and that entering the puddle will return them home.
They will do everything in their power to crawl into it.
If the group is split between seeing the illusion and those not seeing it, physical
violence or grappling will be necessary to prevent affected Dreamers from
entering the puddle. Those not under the illusion see those affected by it crawl
down into the black puddle, which comes to life and engulfs them. It covers
every inch of skin, mouth and body, until they appear to be covered in a thin
rubbery liquid. The puddle is big enough to engulf all the Dreamers. Witnessing
someone being engulfed costs 1D4 SAN.
Touching the liquid once you have resisted its magic poses no threat, but once
engulfed the victim is beyond the help of companions. An engulfed Dreamer
does not exactly struggle, but rolls lazily on the ground, suffering one point of
CON damage per minute. A Dreamer who reaches 1 CON collapses and the liquid
peels away, leaving the victim unconscious and helpless on the forest floor.
The victim cannot be roused. Dragging the character along is exhausting. Only a
Dreamer with STR in excess of the victims SIZ can do it. Two characters may be
required to carry a third. In the engulfed characters mind, he or she is in
Shanhai. The illusion is complete and perfect. No other Dreamers are around, no
matter how many of them entered at the same timeeach Shanghai is
separate. Those in the illusion may explore their surroundings normally, though
people in Shanghai do not engage with them. Passersby wave them off,
covering their eyes with theirs hat and walking away or just running in the other
direction. A Dreamer who looks for his or her reflection in a window or mirror
sees only his or her own normal face and form, nothing unusual about it.
Otherwise the illusion is absolute. The victim can travel anywhere in this
perfectly imagined Shanghai. Those with enough prescience can even travel to
places they have never been. They may even explore it. The Inhabitants ignore
them, turn away, or pretend they are not there. Attacking someone in this vision
is pointless. The fist or weapon simply bounces off and the target walks away,
unharmed. No damage can be done. The magic in the pool is powerful, and the
Peach Blossom is a perfect recreation of the actual location. It is so powerful that
small physical changes carry over to the real world. All details are there. All
books, items, locations and doors work perfectly, and the character has free rein
within it.
Each minute in the illusion, a Dreamer may make a POW x 1% roll. If it succeeds
the Dreamer wakes struggling in the puddle of goo, which drops freely away,
leaving the victim coughing and sputtering. The effects of the CON drain remain.
Those with CON reduced below 3 make all skill and attribute tests at half chance.
Half the lost CON points lost are regained with one nights rest, and the rest with
one more day of rest. Unfortunately, rest is not likely. When night falls, Sh
Berries and Bodies
28

The Dreamers come upon several beautiful beingsapparently adult humans of


both sexesunconscious in a meadow, covered in giant, phosphorescent
mushrooms. These beings are naked and lie inert on the ground, eyes closed.
Anyone seeing them is overcome by an urge to rush to their assistanceeach
Dreamer must make an Idea roll to stop and look around first. Dreamers who
stopped and who roll Spot Hidden see that the beings have red on their hands
and their mouth, and that reddish blue berries are scattered on the ground near
their hands and heads. The bushes around them are fragrant with a pungent yet
alluring sweet smell of ripe fruit. Anyone touching a berryor even the liquid
from a berryis overcome with dizziness. The Dreamer must roll CON to resist a
poison of POT 15. If the roll fails, the Dreamer collapses into a stupor on the
grass, unconscious for 2D20 hours. See The Reflection for the difficulties of
moving an unconscious Dreamer about. Those attempting to lift one of the
beautiful beings find, to their horror, that they rip and tear and pull apart like
overripe fruit. The bodies are mushrooms, grown and shaped in perfect mimicry
of unconscious human beings. A set of bones, long eaten free of flesh, lie
beneath them. (Cost: 1/1D6 SAN.)

The Silver Prison


The Dreamers see a bright light through the trees in the distance. This light
grows in intensity, rushing towards the characters suddenly, no matter which
direction they run or where they attempt to hide. They soon see that it is a wall
of silver crystal. It moves with bizarre implacability, sliding smoothly across the
ground and simply passing through things too large for it to avoid. It moves so
fast that it covers a distance from the furthest visible point to the ground just
before the characters in seconds. It does all of this silently. Dreamers facing away
see the same thing approaching from all directions. With a huge clang like a bell,
the silver prison slams shut on all sides in a shape like a malformed crystal. Its
various facets match the directions the characters were facing, and the direction
directly opposite, and connections between, and floor and ceiling. (Cost: 1/1D4
SAN.)
The ringing lasts for long minutes, very gradually becoming a hum, and then a
barely audible after-sound which hovers at the edge of hearing. Any time
anything metal touches the walls of the prison, a similar noise is heard, in
proportion to the force of the blow. The entire prison suddenly shifts and then
begins to move dramatically, as if subjected to an earthquake. In between bouts
of shaking and tilting, the prison is still. Dreamers who fail to lie down on the
floor to avoid being flung about suffer 1 HP damage.
Through the walls, the world is a distorted mess of swimming colors. Dreamers
struggling to see clearly through the glass may do so on a successful Spot
Hidden roll. What they see is terrible. Something huge holds them and a giant
yellow eye considers them from outside the prison. (Cost: 1/1D6 SAN.) This is a
Zoog. With magic, the Zoogs have shrunken and trapped the Dreamers in a silver
crystal prison, an object no bigger than a grape. They plan to hand them off to
the Sheshru at nightfall.
29

Clever Dreamers will explore the limits of the prison as the light outside drifts
from sunlight towards dusk. They soon note the odd acoustics of the room, and
those thinking on their feet will realize that metal reacts strangely with the
crystal. Every strike on the walls of the crystal with a metal object causes an
intense ringing noise. Strikes with nonmetal objects or fists cause a duller sound.
Striking the same place twice causes that noise to rise. They can roll for damage,
though theres no apparent harm. However, the noise is dreadful. With each
blow, every Dreamer must make a Listen roll. If it succeeds, the Dreamer suffers
1 HP damage or loses 1 SAN, players choice. If the Listen roll fails, theres no
penalty beyond teeth-gritting annoyance.
If the Dreamers inflict 50 HP damage on the crystal (metal weapons inflict full
damage; a non-metal object does minimum possible damage), the prison
shatters, dropping the group to the forest floor in the middle of a startled group
of 2D6 tiny Zoogs.
Any Dreamer can seize a Zoog with any unarmed attack roll as the others scatter
into the dark. The Zoogs speak many tongues, including those of humans, and
attempt to reason with their erstwhile prisoners. Zoogs taken as tiny hostages
will do anything to keep themselves alive, including betraying their compatriots
and leading the Dreamers straight to the gate to Earth. A Zoog hostage should
be seen as an opportunity for expositionthey can explain all the traps and the
calling of the Sheshru, and they are so tiny that they can be dispatched with the
squeeze of a hand.
The Sheshru Attacks again
Night (Dreamlands)
The moment night falls, a blue-white light arcs across the sky like a shooting star.
It drops into the Enchanted Wood with an explosion that knocks the Dreamers
from their feet. It is impossible to tell how far away it fell, only that it was in the
woods and was strong enough to cause an earthquake. The Sheshru is back.
Silence fills the woods, followed by an inhuman, glottal baying of some huge
creature.
Dreamers holding a Zoog find it chattering to them in English. It tells them that
the Nyrarlotheps-beast has arrived and will find and destroy them. The Zoog
points with its tiny hand in the direction of the gate to Earth. It begs them to run,
for it knows the Sheshru will show it no mercy. Dreamers without the help of a
captive Zoog can only flee the sounds. Once the pursuit begins, it does not stop
until the characters are captured or they find the Steps of Deeper Slumber. The
Keeper should create a fun, terrifying pursuit. Consider how much time the
Dreamers lost to the traps of the Zoogs. If each trap was effective, they lost
hours, they are far from safety when the sheshru arrives, and the pursuit is long,
exhausting and risky. If they overcame the traps quickly, they are nearer safety
when the sheshru arrives and their chances of escape are better.
Hunted!
30

Use this system if you prefer to give some dice-rolling suspense to the chase.
Play through the first stage of the pursuit with each Dreamer making a DEX
resistance roll against the Sheshrus DEX (11) as they dodge past trees and
vines. Each Dreamer who fails falls behind. The Sheshru can make one limb
attack against each Dreamer who fell behind. If it hits, the Sheshru can attempt
a grapple attack as well.
Think back on each of the three Zoog traps. Did the traps stymie the Dreamers
or did they get through them quickly? If one of the traps stymied them, each
must make a STR x 5% roll to push past briars and brambles. If it fails the
Dreamer either takes 1D6 damage from thorns and deadfalls or suffers another
attack from the Sheshru. If two Zoog traps stymied the Dreamers, they must
make CON x 5% rolls to avoid exhaustion. If it fails, again they suffer attack by
the Sheshru. If all three Zoog traps stymied them, the Dreamers must find their
way swiftly through the darkness. Heres how it works. At the outset of the chase
they can pick a leader to make one Navigation roll for the group, or individual
Dreamers can make their own Navigation rolls. Each Dreamer who fails the roll
(or was following a leader who failed) is overtaken by the Sheshru for a final time
just before the end.

The Steps of Deeper Slumber


As the Dreamers stumble through the forest they find themselves suddenly at
the base of a giant tree. It is so large and overwhelming that the characters find
themselves frozen, even if they are pursued by the Sheshru. A door opens from
the recesses of the tree, sliding on smooth, perfect hinges. A yellow-white light
glows from within. Keepers who have built up a chase to this point should have it
build to crescendo now.
Perhaps Mei-Ling will show some reluctance at this point, what do I have to
return to? Perhaps it is better I die here?
Dreamers with any shred of self-preservation will stumble into the perfect,
yellow-white doorway from the nighttime wood. Those that enter find themselves
stumbling down an uneven spiral staircase that crosses first through a tree and
then into dirt and stone. If the Dreamers stop, the stairs continue moving for
them, twirling and rocking, shifting beneath their feet. The staircase above them
bends and crumbles, collapsing, leaving no exit except to continue down. The
Dreamers can barely keep up with the collapse. Finally, horrifically, the first
Dreamer finds himself or herself at the bottom of the stairs, where the last step
hangs out over a horribly vast, black, empty space. A moment later the other
Dreamers smash into the first from behind and the whole structure collapses,
flinging all of them into the void

31

The demon cabinet of Mister Lung (Emily Solo)


Mr Lung is a Nodens worshiper
Mr lung is a dreamer?
Nodens nightgaunt rescues Emily and instead deposits her outside Mr.
Lungs shop she is still a dreaming spirit, actually still partially in the
dreaming world, abet a bit very close to the waking world. but do not
make that obvious. She is not visible to all.. only those who roll match
under POW x3 .. she can pass through walls but would
perceive/rationalise it to be that
Mr Lungs horoscope has told him he will mean a demon today and so has
set up his preparations..
He will however the demon is not coming for him but for Emily and the
players .. he will help if she given the nodens symbol
Play through the demon cabinet of Mr Lung at this shop (the defences
should have some effect on Emily?) no then he becomes a threat and
she might fight him.. only the last one should be a threat.. he can explain
what attacked her then they can take (how?) his stuff to protect the
players

32

Appendix
Rules
Combat
shotguns and rifles that are ready go at the same time as handguns at the start
of the round and before other attacks
Pushing Rolls
Pushing a roll now costs 10% luck.. Luck recovers at 10% per day, try not to do
group Luck rolls, roll for the most unlucky
Skills in Dreamlands
As the Dreamers are present here in their waking spirits rather than their
dreaming spirits they have a powerful impact on the dreamlands.. although they
may not be aware of this until they try For each 5 points of POW (round down)
that a character has they may either use one modern skill for some equivalent
dreamlands skill or they may make some required mundane item come into
existence or they may change a stat up to d4 points. Equivalent skills would be
Handgun to some other weapon, but I would even accept Electrician to skill in
shooting magic lighting from fingers.. anything that is creative!
Gains in the new skill might translate to ticks on the same (not original
equivalent) skill in the waking world
Likewise as they did not enter the dreamlands in a dream I will not require Idea
rolls to remember and gain from the experience
Weapons in Dreamlands
If they brought weapons they transform. Otherwise the Israelites can give them
or they can get them in Ulthar
Dying while under the effects of the sleep of death
Body suffers heart attack 4d6 damage (CONx5 for half damage). Mind is lost in
time and space SAN d6/d12. It may not actually be recoverable.. one third Occult
roll to set up a sance or a Cthulhu mythos roll. Each d10 hours they are lost
they will lose d6 MP until they have none and are lost for ever. Ho Fong can
recover Mi-Ling no problems if needed.
Dreamlands Cats and their Enemies
Near the end of the Third Dynasty, Nephren-Ka rose to power. He revived the
worship of a forgotten deity called the Black Pharaoh, also known as
Nyarlathotep. He corrupted Basts clergy with a heresy, attempting to model
themselves after Bast by creating animal-human hybrids. While Egypts people
suffered horribly under Nephren-Kas rule, great honour befell the priesthoods
who knelt before him. In chambers in the valley of Hadoth, they came before the
Shining Trapezohedron and the Haunter of the Dark, rendering him obeisance
and sporting with ghouls and less mentionable monsters. The cults gathered
33

tribute from the people, distributing some of the spoils among themselves before
passing the rest along to their feared master. New legends were told of the gods.
Now Bast was the destroyer who once threatened to devour all of humanity until
the other gods made her drunk with red alcohol she thought was blood. She
commanded seven evil spirits called the shesuru who struck those who opposed
the Black Pharaohor whoever it amused them to destroy.
As a result of this cats are implacably opposed to Nyarlathotep and his
machinations. Nyarlathotep is particularly active in the Dreamlands where his
servants and agents are continually plotting to bring about a stronger influence
of the Cthulhu Mythos on the development of the Dreamlands
The cats are continually fighting the Men of Leng, who are the servants of the
Moonbeasts. The Men of Leng are found throughout the Dreamlands, and with
them are found conspiracy and horror. The moonbeasts are cruel masters, and
take delight in increasing the pain and suffering they can inflict on the cats they
capture. For cats, moonbeasts are classic representatives of Nyarlathotep: easily
frightened, pliable, utterly reprehensible with no moral backbone, and very few
vertebrae. It is also a good thing that moonbeasts taste all right as well.
The Cats from Saturn are the worst foe a cat can face. They come from
Saturns Dreamlands. They are large, ferocious, and difficult to stop. They are
completely alien and this is an advantage against Earths cats who are easily
put-off by emanations from outer space. Only the brave or the foolhardy cat can
hold against the Saturn cats, although larger numbers of fellow cats reduces the
effects of stellar interference.
Other cats also exist in the Dreamlands cosmos. The heat-sensing Cats from
Uranus are occasionally seen on the moon, and seem neutral in the battles
between Earth and Saturn. Rumor has it that mysterious cats have been sighted
on Mars, and legend tells of alien cats brought to earth with merchants from
Sarrub.
Ideas
. Arties Nightmares
Arties Nightmares should involve fire, paranoia.. and his past brushes with insanity
He could see a Leprechaun that nobody else can see.. that starts to tell him not to
trust people and that he should set things on fire

34

Wildcard
If the players are in great difficulties I can use the Preston Hearst to save the
day. It is entirely feasible that the Serpent man gate worked by creating a gate
through the dreamlands and it was to there that he physically escaped. Or else
he can turn up in Shanghai at the last moment if needed.. Perhaps he could even
be in both places!!? If he went via the dreamlands give him some dreaming skill,
dream lore skill and Rapier

35

You might also like