Cthulhu d20 Adventure - Irrational Express
Cthulhu d20 Adventure - Irrational Express
Cthulhu d20 Adventure - Irrational Express
It is late afternoon when your National Express coach pulls into a small West
Country village. It’s a still several hours from your destination – you’ve been
travelling all day and you’re very tired. The coach stops and Dave, the driver, gets
out, swearing quietly.
He walks to the back of the coach and you see smoke billowing up as he opens
the engine cover. He swears again, rather more loudly. A couple of the villagers are
coming out to see what the commotion’s about. One of them is a vicar, a tall, grey-
haired chap with small round glasses and an overbite. He talks for a moment with
Dave and Dave comes back into the coach.
Basically, the coach is shagged. It’ll take a fair few hours to fix and they can’t
get a replacement coach here before tomorrow evening.
The vicar introduces himself as Reverend Toby McVey. He’s afraid that
Lower Walsherham is rather off the tourist trail and they don’t have any guest houses.
But some beds can be put up in the community centre for you – hardly perfect but it’s
all they can do. Dave is resigned to spending the night fixing the coach. Unless they
want to stay up all night, the PCs will be similarly resigned to sleeping in the
community centre.
As the PCs leave the coach, a tall, wiry man in oil-stained overalls and a
baseball cap and sporting a mullet arrives and speaks with Dave. He walks off and a
few minutes later comes back with a tractor. This then tows the coach away in the
direction of the garage (PCs who don’t witness this won’t have any idea as to where
the garage is).
2 – Function hall. This is used for keep fit classes, village gatherings, bring-and-buy
sales and various cult activities. There will be a camp bed set out for each PC (with
those for female PCs partitioned by a curtain) along with a towel and bedding.
Paranoid PCs searching the hall thoroughly will find dark stains and scratch
marks around one corner of the hall.
3 – Office. This is where Reverend McVey and Jerry Vyne will be arguing on the first
night. If a PC gets into the church or the L-shaped corridor and walks up to the door,
they will hear two voices, one deeper and louder, along with another they recognise as
Reverend McVey. In the unlikely event that they’ve already talked to Jerry Vyne,
they may recognise him as the other speaker.
MCVEY - Look, no-one has ever suspected, ever. We can’t just have anyone who
passes through ending up…
VYNE – We can and we bloody well will. This is too important for you to get
squeamish. You don’t even have to get your hands dirty, Reverend. I’ll handle it.
MCVEY – Vyne…
Vyne stomps out into the church and leaves. He will bump into anyone in the
church who isn’t hiding. He will say something like ‘Up already?’ with a smile. If the
PC comes up with a plausible explanation (they were looking for toilets or
something), he will leave them alone. Otherwise he’ll grapple them to the ground,
knock them out and stash them in the van he has parked outside. They might be found
by the PCs later if they get into/steal the van.
The office itself has a desk, a table lamp, a couple of chairs, a filing cabinet,
and a bookcase. The bookcase has books on theology, history and biology. Carefully
going through the contents of the filing cabinet will reveal a simple tally of dates and
corresponding numbers. Each month has a number listed beside it – numbers are
mostly between 0 and 6 and there is no indication as to what they might signify. The
records go back for about fifty years.
A number of books and texts. A couple are records of births, deaths and
marriages – there are mostly illegible with old and damp and of no use. The only
readable item is Carruthers’ journal. The journal can be read in depth:
CARRUTHERS’ JOURNAL
Study time 4 hours. DC - . San 0/D2. Mythos +1.
This is the journal of Victorian archaeologist Patrick Carruthers. It describes
how he found some curious fossilised remains associated with much later Stone Age
ruins. As the journal continues the language becomes ever more feverish and broken.
Legible lines from towards the end of the book include –
“I am convinced that the settlement here was controlled by some outside force
that required sacrifice so regularly that it was as if they believed they were feeding it
directly…”
“The phonetic translation could be Va’Gar or veh-Gurr, which remained
consistent from the Stone Age up until the days of the English Civil War…”
“...It must have a fresh water home, it must be fed for it cannot find the food it
needs on its own. I can only hope it has not seen me, too, with its three great eyes…”
More period photographs, including one of an unnamed fisherman and his son.
The caption notes that they were lost, feared drowned, on Walsherham Water during
the 1930s.
Parts from a German bomber, thought to have strayed off-course during a raid
and shot down near the village in 1941.
5 – Men’s toilets.
6 – Women’s toilets.
Daisy is the best source of information the PCs can get on what is happening
in Lower Walsherham. She knows that something is dominating the villagers, making
them go along with things they wouldn’t normally dream of doing. The thing, named
V’Garr, lives in Walsherham Water, although Daisy has never seen it. It feeds on
newborn babies and the villagers conspire to produce lots of children and feed it to the
creature. All the village women (although not including Daisy herself) produce
children for the sacrifice. Reverend McVey and Jerry Vyne are primarily responsible
for ensuring things go smoothly, but Daisy thinks Vyne would do it regardless of
whether V’Garr was tampering with his mind. Everyone in the village, especially
McVey, is terrified of Vyne, even more than they are of V’Garr.
Daisy is twenty-one years old. She shook off V’Garr’s influence and tried to
escape, but Jerry Vyne ran her down and brought her to his house. She’s been in the
cellar for two months, being fed off leftovers. She doesn’t know why Jerry hasn’t
killed her, but she suspects it’s so she can be fed to V’Garr as an extra-special
sacrifice.
Daisy doesn’t know how long this has been going on in Lower Walsherham,
for her earlier years seem dreamlike and fragmented. But she’s sure it’s been going on
a very, very long time.
The garage is a rectangular fenced area with a single large corrugated iron
shed along one side. This is where the National Express coach is being kept. Dave
actually managed to perform most of the repairs before Jerry Vyne killed him
sometime during the night.
The fence can be climbed or the padlock holding the front gates closed can be
picked (DC 18). The door into the garage isn’t locked, but the large double doors at
the front must be opened from the inside.
Beside the garage is a pile of scrap metal. On this pile is the dismembered
body of Dave (San 0/D4), recognisable from the ‘Hello, my name is DAVE’ badge
still pinned to the front of his bloodsoaked uniform. Searching the body nets the keys
to the coach’s ignition. Searching the body after failing the initial San check costs an
additional 1 San for each round the affected PC is in contact with the body.
The garage is a single large room, mostly taken up by the coach. The coach
still needs repairs made (DC 18, remember PCs can take 20) but is good to go after
that. There are a few tools lying around, like large wrenches and screwdrivers, along
with some canisters of fuel, but little else of use.
5 DOCTOR’S SURGERY
The surgery is located above a small reception area and waiting room. There is
no receptionist and no patients waiting. The PCs can walk right into Dr O’Connor’s
surgery, up a short flight of stairs. The surgery is a small room with an examination
bed, a screen on castors, and several shelves and cupboards. Dr O’Connor sits in a
chair, staring out of the window, initially oblivious to the PCs. Dr O’Connor is bald
and loose-skinned, as if he was a plump man who suddenly lost a lot of weight.
O’Connor’s patient records reveal that most appointments (about 80%) are for
women, with no complaint details given. Cathy Deiss has been in several times –
careful examination of the records, which go back maybe twenty years, show she has
been in hundreds of times. Thirteen of those times have the word ‘Delivery’ instead of
complaint details.
Dr O’Connor’s mind has been shattered by his contact with V’Garr. He will
only speak to the PCs if they address him directly and he will keep drifting off. He
knows that the village women produce huge numbers of babies which are then fed to
V’Garr, but will keep drifting off-subject. He also knows that there are some children
who were allowed to survive and are being raised in the village school, but he will
only mumble this information if directly asked about any surviving children.
6 CAFÉ
The café is small but homely. Cathy Deiss, a plump and unflinchingly jolly
woman, serves above-average home-cooked fare to villagers and hungry PCs. She is
happy, polite and friendly. If at all able, she will slip in a mention of her daughter,
Vicky, who is seven. Cathy is massively proud of Vicky and can’t help telling people
about her. Vicky is currently at school, and will be at school at all times.
Cathy Diess has produced thirteen children, of which twelve were fed to
V’Garr. One, Vicky, was allowed to survive and is living at the school. This is a
source of immense pride to Cathy. Her mention of her daughter should serve as one of
the indicators that there is something wrong with the children in Lower Walsherham
8 SCHOOL
The sign outside this unassuming single-storey brick building reads ‘Lower
Walsherham Academy’. It is surrounded by very neat gardens with lots of flowers.
There is never any sign of any children or teachers around it.
In reality, the school is a prison/dormitory for the seven youngsters who have
survived V’Garr’s predations and are allowed to survive in the hope of breeding an
obedient new generation for V’Garr’s benefit. PCs who rescue these children will
have done something remarkable, but doing so will not be easy. Should the PCs look
like they’re going to escape with the children, the children themselves can form the
primary obstacle – they do not want to leave and will try to make sure the PCs are
punished by the big friendly monster in the lake.
2 Annie’s corner. This is where Annie Shoesmith plans her lessons. She will
be here if the PCs enter the school during the daytime. She will politely enquire what
she can do for them and then try to get rid of them, refusing them access to anywhere
else in the school and becoming more and more flustered until she is screaming at
them to leave. If the PCs get into the classroom, she will fly into a rage and attack
anyone threatening ‘her’ children with her teeth and nails.
Annie sits at a desk covered in lesson plans. She is in her late twenties with
shortish blonde hair, wearing a slightly frumpy long skirt and blouse. She has a plain
but friendly face, until she goes crackers.
4 This section of the corridor is the dormitory, with four sets of double bunk
beds and washbasins.
THE LAKE
Walsherham Water is a large lake, its waters still and calm. Its banks are
spiked with dead trees, and the earth around it is black and dank. There is no birdsong
(Listen DC18). The only road out of Lower Walsherham passes close by the lake,
following the curve of its bank.
If the PCs aren’t getting anywhere, Jerry will find them in his red van. He will
tell them that Dave hasn’t been able to fix the coach, and that he can give them a lift
in his van to the nearest town where there is a B&B and someone should be able to
take them the rest of the way.
If the PCs accept, he will show them into the back of the van, then drive to the
edge of Walsherham Water. He will get out, leaving the handbrake off, and centrally
lock the doors. He will then proceed to push the van into the water.
The van will fill with water in three rounds, whereupon anyone still inside the
van will begin to suffer the effects of drowning. PCs can kick out the windscreen (DC
18) or the back doors (DC 20). One PC can exit though either of these per round.
Three rounds of swimming will get them to the shore. The last one in the water will
feel something cold and sticky brush against their leg and must pass a Str test – failure
means they are dragged beneath the surface for a moment by something clammy,
seething and strong, before kicking free (San 0/D3).
The temperature around the lake will now seem noticeably colder than
elsewhere. PCs who stand on the shore arguing about what to do while soaking wet
must pass a Fort save (DC 15) or become fatigued with cold.
THE SHOWDOWN
The ultimate aim of the adventure is to find a motor vehicle and get out of
Lower Walsherham. This can happen in a few different ways:
PCs who simply try to walk for it will wander for a couple of hours then arrive
back at the village. They must pass a Fort save (DC 15) or become fatigued by the
wasted effort.
If the PCs drive towards the road they arrived by, the bridge will be blown up.
There will be a sudden sharp crack, impossibly loud, and the old bridge will disappear
in a cloud of dust. When the debris clears the shattered bridge and steep-banked
stream will form an impassable obstacle. Trying to jump it will result in a wrecked
vehicle.
The only way out is along the other road, past Walsherham Water. If the PCs
have not yet tackled Jerry, he will stride out into the road with his shotgun ready and
fire one shot at the driver before the vehicle reaches him. If the driver tries to run
Jerry over, Jerry will jump in through the fractured windscreen and body warp the
next round. Jamming the brake on will cause him to fly back out through the broken
Careering past the lake causes V’Garr to rise hideously from the lake. V’Garr
is a titanic writhing black mass of worms. Two massive yellow eyes open up to stare
at the PCs. Seeing V’Garr costs D2/D8 Sanity. V’Garr extrudes a tentacle of seething
wormlike darkness and uses it to batter the coach or car. The following sequence
assumes that the vehicle is being driven at full speed. V’Garr automatically goes last
in the initiative count.
Round 1 – V’Garr’s third eye opens and it casts Mindblast
Round 2 – V;Garr’s tentacle attacks. Drive (DC 18) to avoid it.
Round 3 - V’Garr casts Suggestion on one of the PCs, trying to force them to
attack the driver.
Round 4 – V’Garr attacks again. Drive (DC 18) to avoid.
Round 5 – V’Garr casts Mindblast on another PC (this time, the driver).
Round 6 – The road veers away from the bank of the lake and away from
V’Garr. As the PCs escape, V’Garr’s eyes close and its monstrous bulk sinks back
beneath the surface of the lake.
If V’Garr hits the vehicle, it will require a Drive check (DC 15) to keep on the
road. If the vehicle is hit twice, the front axle will snap and its will go out of control,
grinding to a halt as it swerves off into the trees. In this case V’Garr will attack and
eat all the PCs. This can only be avoided if one of the PCs heroically distracts V’Garr.
V’Garr’s slam attack is at +9 and causes 2D10 damage. If one PCs keeps it occupied
and lasts more than a couple of rounds (V’Garr can occupy itself for a few rounds
absorbing the unfortunate PC if required), the other PCs can escape on foot down the
road. V’Garr will attack and cast spells on alternate turns, attacking the distracting
character and casting spells at the rest.
If Daisy is alive and with the PCs at this point, she will do her best to distract
the monster. Witnessing her death at the tentacles of V’Garr is good for D2/D4
Sanity.
V’Garr can be killed if the coach is driven into it at full speed. This requires
the coach to stop and turn around. V’Garr will move towards the bank, closing in for
the kill – the coach can then be driven at full speed off the bank and into the mass of
V’Garr’s body. V’Garr will explode in a storm of writhing darkness that seems to blot
out the sun and turn the whole sky dark, to the accompaniment of hideous atonal
screaming. This is the only way in which V’Garr can be killed.
AFTERMATH
If the PCs all die, Lower Walsherham has claimed yet more lives at the behest
of V’Garr.
If they get away, they’ll probably be speeding along country roads in a stolen
vehicle. They get back onto the motorway after about half an hour and begin to run
low on fuel. They reach a motorway service station, and are able at last to head back
into the embrace of civilisation.
Sanity rewards:
Rescue Daisy: D3
Rescue any kids: D3
Destroy Jerry Vyne: D3
Destroy V’Garr: D6
STATISTICS
JERRY VYNE: Use the 5th Level Cultist stats on P. 189. Vyne replaces Point
Blank Shot with Weapon Proficiency: Shotgun and Precise Shot with Iron Will
(giving him an attack bonus of +3 ranged and a Will save of +4).
Vyne has a loaded pump-action shotgun and a van (later a battered old car if
his van is lost).
His spells are Contact V’Garr, Body Warping of Gorgonoth, and Curse of the
Putrid Husk. Vyne uses Body Warping to turn into an utterly hideous, hulking
creature. His skin splits to reveal wet ribbed slabs of muscle, his face distorts into a
bestial toothed beak and his spine distorts to give him a stooped, loping gait. This
costs 0/D4 San to observe, and uses the stats for a Leopard on P. 199 (except he
counts as a Large creature, and retains Vyne’s Hp).
ANNIE SHOESMITH: Annie uses the 1st-level Cultists stats on P. 189, except
that her feats are Trustworthy, Martial Artist and Weapon Focus: Unarmed (she only
gains the benefits of these last two if ‘her’ children are threatened and she becomes
enraged). Annie is unarmed. Killing her costs D4 Sanity.