Zennor & The Sins of ST Senara A Gaslight Supplement For Call of Cthulhu

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Jonathan Potter (Order #33997241)

Jonathan Potter (Order #33997241)


Written by Christian Grundel
Edited by Chitin Proctor
Proofread by Chitin Proctor & Christian Grundel
Cartography by Stephanie McAlea & Danial Carroll
Designed by Badger McInnes

This edition first published in 2021 by Stygian Fox


Chester, Cheshire, Great Britain

WWW.STYGIANFOX.COM

Stygian Fox are Ms. Stephanie McAlea, Lord Chitin Proctor Earl of Darkwood,
Baron Badger McInnes of St. Francishire VSOP, Lady Fallon Parker Art Laureate to Her
Britannic Majesty, Sir Stephen Turner KB, Dr. Simon Brake esq of the London Brakes.

Call of Cthulhu, Chaosium Inc., and the Chaosium logo are registered trademarks of Chaosium Inc. Used with permission.
Call of Cthulhu © copyright 1981–2020 Chaosium Inc. Used with permission. (chaosium.com)

Jonathan Potter (Order #33997241)


Zennor
&
The Sins of
St. Senara
by
MR CHRISTIAN GRUNDEL

STYGIAN FOX

Jonathan Potter (Order #33997241)


We stopped checking for monsters under our
bed when we realized they were inside us.
Charles Darwin

Jonathan Potter (Order #33997241)


Contents
A Guide to Zennor 2
History 3
The Village and its Inhabitants 4
A Guide to the Zennor Parish 16
Villages and Hamlets of Zennor Parish 19
Fell Secrets and Forbidden Lore 21
Scenario Seed: The Napoleonic Wars 26
The Sins of St. Sennara 28
Keeper Information 29
Involving the Investigators 30
Avenues of Investigation 32
Sins of St. Senara Handout #1 37
Royal Edinburgh Lunatic Asylum 38
Sins of St. Senara Handout #2 39
London Necropolis Map 40-41
Sins of St. Senara Handout #3 43
England and Wales Routes Map 45
Investigating Zennor 47
Village of Zennor Map 48-49
Dowelly Estate Maps 50-51
The Dowlley Estate 53
Caves Map 56
Conclusion 60
Rewards and Repercussions 61
NPCs
1 61
Jonathan Potter (Order #33997241)
Welcome to Zennor

Jonathan Potter (Order #33997241)


Zennor & St. Senara

”At Zennor one sees infinite Atlantic, all peacock-mingled colours, and
the gorse is sunshine itself. Zennor is a most beautiful place: a tiny granite
village nestling under high shaggy moor-hills and a big sweep of lovely sea
beyond, such a lovely sea, lovelier even than the Mediterranean… It is the
best place I have been in, I think.”
—D.H. Lawrence

T he village of Zennor is perched on the cliffs of the Cornwall coast, in


the Hundred of Penwith. It is a quiet place passed over by the bustle
of industry that has engulfed the rest of the British Isles.
Legend tells it was founded by a saint from the sea, and the church of
St. Senara bears her name. Its people are famed for their singing locally.
Singing so beautiful a mermaid came ashore to hear it and married a local
boy. The truth is much darker than all of that. Zennor is an ancient place
full of secrets. Secrets that its inhabitants are willing to kill to protect.
Author’s Note: The Legends of St. Senara and the Mermaid of Zennor are
real. I have taken creative license here to tell a good story. I have never been
to Zennor, but I feel very safe in saying that its people are not in league with
immortal Dagon worshippers.

HISTORY
Few parts of the British Isles can trace their history as far back as Western
Cornwall. Legends state that the tin used in the construction of Solomon’s
Temple was mined there. Its hills and valleys are dotted with the cyclopean
monuments of its ancient tribes.
Zennor, however, has always been one of the places forgotten by history.
Save for its mermaid legend, and a reputation its people have enjoyed for
lovely singing, it has avoided attention in the 1890s.
It was a small collection of farms when Senara came ashore in the Dark
Ages. Originally a queen from the city of Brest in Brittany, she was not
aware of her deep one heritage. As she began to turn, her husband and his
men began to look at her differently. Afraid she was a demon, they chased
her to the shore where she threw herself off a cliff, into the sea.
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Mr. Christian Grundel

Her deep one relatives came to her as she was swept away. By the time
she was deposited on shore in Cornwall she knew of her heritage and that
she was with child. The farmers worshipped her as a mermaid, and their
legends grew and changed over time until she became a saint.
Senara gave birth to a son, who’s line eventually became the Dowelly
family. Other local families continued to worship her and the other deep
ones who visited. In return, the deep ones blessed the village with their
magic.
Zennor’s farmers seldom had to worry about crops going bad, and fish-
ermen seemed to always catch the most fish. The town's enemies seemed
to meet horrible ends. So, Zennor carried on, left alone by its neighbours.
The deep ones’ help was not free, however. They demanded mates. As
the centuries wore on, people interbred more and more with the deep ones.
The old families now produce hybrids almost every generation. The old
timers eventually hear the call of the sea and return to the waves to live
their immortal lives, but their ties to their land-bound kin remain.
St. Senara still lives, grown fat and resplendent in the sea caves located
underneath Dowelly Manor, perched high above Pendour Cove. The caves
open to the sea, and every 5 years, the humans and hybrids of the village
offer up their sons and daughters as breeding stock for the deep ones. They
are shackled to columns and left in a chamber that floods with the tide.
Those accepted by the deep ones are taken away. Those who are rejected
drown.

THE VILLAGE AND ITS INHABITANTS


To travel to Zennor is to leave behind the railways and telegraph lines of
advanced civilization and venture back to a quieter, slower life. Travelling
down dirt roads, past picturesque farms and fields, one at last comes to the
village, lying in a green valley that descends to the sea at Pendour Cove.
West of the village lies the promontory called Gurnard’s Head, upon
which lies a ruined chapel. Southeast, on Zennor Hill, lies Zennor Quoit—a
structure of megalithic stone. Just outside the village lies Giant’s Rock.

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Zennor & St. Senara

North of town, perched on the bluffs overlooking Pendour Cove, sits the
Dowelly estate. It is a crumbling Elizabethan manor that looks down over
the village, like a vulture waiting for its prey to die.
The fields of the town are scattered with rocks of all shapes and sizes.
The locals consist of farmers scratching a living out of the stony ground
by growing potatoes or grain, fisherman who launch small boats from the
beaches of Pendour Cove to search for pilchard, and shepherds tending a
few flocks of sheep.
Although few doctors live in the Penwith region, it is well-known that
the people of the area live exceptionally long and healthy lives owing to
the clean sea air. The people of Zennor are especially marvelled at locally
for their longevity, although the observers note that they suffer from some
condition that, as they age, causes their skin to become scabrous and appear
scale-like.
Around the town, stone walls separate farmer’s fields from grazing pas-
tures. The fields have the occasional low-lying areas of shrubbery and
brambles. Trees are rare but a few copses dot the valley. The roads in
and around the town are dirt, rutted with wagon tracks and torn up and
muddied by the feet of passing livestock.
Night-time travel around Zennor and its surroundings is difficult as roads
are uneven and poorly kept. There is no light save that of the stars and
moon, which are frequently obscured by clouds. Night-time sees the locals
holed up in their homes, with smoke coming from their chimneys and lights
shining through the cracks of closed shutters.
The local people of the Penwith region differ from the people living in
the lowland towns of Penzance and St. Ives in that here one finds more
of the old ways. Homespun clothing is much more common, as is local
superstition and distrust of outsiders.
Visitors to Zennor are closely watched. They’ll feel eyes following them
from behind darkened windows as they walk past, hear whispered conver-
sations that end when they round a corner, and generally feel like they are
unwanted.

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Jonathan Potter (Order #33997241)
Mr. Christian Grundel

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Zennor

Great pains are taken to hide the more advanced hybrids


dwelling in town from any outsiders. Father Connor is aware
that several older members of local families exist as near shut
ins, but he has politely accepted being rebuffed in his attempts
to meet them thus far.
Outsiders who take too much of an interest in the wrong
things, or who ask the wrong questions, fall afoul of the deep
one families. They seek first to drive such tourists off with
rudeness, then warn them bluntly to mind their own business. If
they persist, locals will do all they can to make sure they meet
with strange ends.
The village itself is a collection of stone and wooden buildings,
the most prominent being the church of St. Senara. Unlike other
local churches, it remains unrestored and in a state of disrepair.
There are several empty buildings in town, the result of families
moving on.

1: The Smithy
A clear stream winds its way down the valley, to the sea. It is
crossed here by a sturdy stone bridge. Nearby, at the entrance
to Zennor, is the village’s busy blacksmith, Sylus Harvey. A
barrel-chested man in his forties with thinning dark hair whose
eyes are strangely set almost to the sides of his head, Sylus is
gruff and unfriendly to visitors. He keeps his arms and chest
covered with long sleeves even in the oppressive heat of the
forge because his skin is gradually taking on a scaly appearance.
He lives here with his wife, Sarah, and their three children, two
little girls and a boy. All possess the strange staring eyes and
odd shaped heads of hybrids. Sylus provides the town with nails,
horseshoes, axe and shovel heads, and whatever other metal
items they might need.

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Mr. Christian Grundel

2: The Rectory
This small wooden house sits close to the run-down church of St. Senara.
It is a curious collection of new, wooden construction and older, weath-
er-beaten wood. It sat abandoned for a long time, until Father Archibald
Connor moved in last year to bring the light of the lord back to the people
of Zennor after their old vicar disappeared several years ago.
Archibald is a straight backed, clear eyed man of roughly 30. His mili-
tary bearing still shows, but his faith is sincere, as is his passion for serving
the people of Zennor. He is a little disappointed in that his services are
only half-heartedly attended.
The few local families not involved in the deep one conspiracy have taken
to Father Connor. The rest of the town treats him with the bare minimum
of respect due his station. He is aware that something sinister is going
on, but suspects it is smuggling. He has a no proof, but he has also not
investigated too closely. He does not wish to offend his new charges, as he
hopes that with time, he can win them over. He is also aware that whatever
is going on seems to centre around the Dowelly estate and family, and that
there was some sort of scandal involving Author Dowelly’s daughter a few
years back, but no one will give him any details other than Author hasn’t
been the same since.
Father Connor welcomes any visitors or newcomers to town over a cup
of tea and some dry scones. He is a pleasant fellow who can serve as an
ally in the town.
An old military man, Archie, as he insists his friends call him, keeps a
Martini-Henry Mark III rifle for hunting and target shooting, along with
his old .476-calibre Enfield Mk II service revolver.

3: The Church of St. Senara


Built in the 12th-century and expanded in the 15th, the church has seen
better days. It is built of granite and contains a tower at the western end
with three bells, one of which is plain, whereas the others bear inscriptions
to St. John and the Blessed Virgin.

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Zennor

The church itself is built in perpendicular style, with six arches. The
seating is sturdy oak benches. The end of one is carved with the figure
of a mermaid and is known locally as “The Mermaid’s Chair”. A small,
circular graveyard surrounds the church, the tombstones of which reveal
that many residents do, indeed, live an awfully long time.
Despite its weathered appearance, the church is functional. On Sundays,
Father Connor holds service there. The services are attended half-heart-
edly by the townsfolk.

4: Tom Bergen’s House


Tom Bergen is a pot-bellied man in his early forties with spindly legs and
long arms. He has unkempt black hair that is thinning and a long beard
that hides his apparent lack of a chin. He seems to share the local tendency
of eyes that are oddly far apart and scale-like skin which he conceals
beneath heavy sweaters. A watch cap is usually perched on his head and a
pipe usually dangles from his mouth.
Tom’s house is a ramshackle affair. The yard is littered with fishing
gear, racks of drying fish, and scales. The whole place smells of fish.
Perhaps a little too much.
His wife, Annabeth, seems to be continually pregnant and always seems
to have one of their several strange-looking, small children hanging off her.
She shares Tom’s oddly far apart eyes and lack of a chin.
Tom is a local fisherman of considerable skill. He launches his small boat
every day, weather permitting, from Pendour Cove and comes back with it
loaded with pilchards.
Tom is the most prominent of the local hybrids aside from Author. Other
fishermen and farmers look up to him and report anything odd they see to
him. As such, his house regularly sees visitors at all hours of night and day.
‘Tourists’ asking questions around town inevitably come to Tom’s atten-
tion. He also leads any expeditions to intimidate or kidnap outsiders who
get too nosy.

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Jonathan Potter (Order #33997241)
Jonathan Potter (Order #33997241)
Jonathan Potter (Order #33997241)
Mr. Christian Grundel

The Church of St. Sanara

5: Carrie Halfwik’s house


Carrie is a merry old widow with a big shock of curly hair that’s starting to
grey. Her husband was a fisherman who never made it back to shore. Her
kids are grown and have left for better opportunities in the cities. Carrie is
not a hybrid, nor is she in any way affiliated with the deep ones.
Carrie’s house is a three-room affair that lies on the outskirts of town,
at the foot of the hill that the Zennor Quoit lies on. She’s a superstitious
woman and swears she’s seen “little folk and strange goings on” around the
stones on certain nights. The locals mostly dismiss this because Carrie’s
strongest passion in life is brewing gin.
The nearest pubs are located at the Gurnard’s Head hotel (a couple miles
away) or the unfriendly Tinner’s Arms in town, so Carrie does a tidy little
business for herself supplying the locals with rotgut. Her home is as close
to neutral ground as it comes in Zennor.
Carrie is a jolly woman who’s usually half in the bag before noon. She
knows some locals don’t look quite right, and suspects Author is up to
something in that big old house of his. Of course, “poor thing hasn’t been
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Zennor

the same since his daughter ran


off…oops, but I’ve said too much.
Here love, have another.”
Carrie isn’t a dependable ally,
but she is a good source of infor-
mation. Of course, any good info
she gives is going to be interwoven
with all sorts of rumours, folklore,
and other things that will need to
be sorted through.

6: The Tinner’s Arms


Built in the 12th-century to house
the builders of the Church of St.
Senara, this rambling stone build-
ing in the centre of the church The Mermaid's Chair
town of Zennor now functions as
a pub and has four rooms to let. Newcomers to town should feel a distinct
sense of unease when in the establishment, as it is a community gathering
place for the deep one hybrids…as such, the rooms are usually vacant
should anyone be foolish enough to stay there versus moving on.

7: Dowelly Manor
An ancient Elizabethan manor perched high on the bluffs overlooking
Pendour Cove. A single, winding trail leads from the village to the house.
The Dowelly home is the true centre of life in the town.
The house is a two-story manor with a few weather-beaten outbuildings.
A rose garden in the back of the house has overgrown and is beginning to
climb the walls. It is the home of Author Dowelly, the leader of the local
cult, a descendant of St. Senara, and an accomplished sorcerer. St. Senara
herself lives on in the caves beneath the family home.
Although it boasts tremendous views of Pendour Cove, the mansion
shows the effects of the harsh sea air and the neglect of its inhabitants.

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Mr. Christian Grundel

Its wood is weathered both inside


and out. The smell of fish lingers in
the air no matter where in the house
you are.
Author lives here with his hybrid
servants: Jonathon the butler, Daria
the maid, and Colin the cook. Au-
thor’s chambers are in the upstairs
master bedroom. He is the only
inhabitant of this floor. His daughter
Veronica’s room is kept as it was
when she ran away.
The servants live in quarters on the
ground floor. There is seldom much
activity in the house during the day,
Carrie Halfwik but Tom Bergen and other hybrids
are frequent visitors at night. St.
Senara lives in the sea caves beneath the manor with two deep one servants.
She never leaves the caves during the day, but occasionally goes for a night-time
swim off the coast.
Twice a month, on the new and full moons, the hybrids gather in the mansion.
There they meet and cavort with their deep one relatives who swim into the
sea caves with the incoming tide. Author leads rituals to Dagon while Senara
oversees from her throne.
Author is a short, chubby man with long arms and short legs. He has thinning
black hair, combed straight back. He is clean-shaven, with the same chinless
face and strange eyes of the rest of the hybrids. When he leaves the house, he
dresses in a long overcoat and wears a wide-brimmed hat that hangs over his
eyes and protects them from the sun, as his vision is sensitive.

Demographics
Most of the families in Zennor have interbred with the deep ones. This
does not mean that they are all hybrids, but that it is common for their off-
spring to begin changing at some point. Many of them look like completely
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Zennor

AUTHOR & VERONICA


Author is a melancholy man. The weight of leadership in the cult
hangs heavy on him. He is one of the few Zennor natives who has
spent time in the outside world, having received a university ed-
ucation. He married Katherine (“Kate”), a girl he met while at
university. She never assimilated to life in Zennor and ultimately died
giving birth to Veronica, Author’s only child.
Veronica reminded Author of Kate—and the mistake he made in
bringing her to Zennor. Author was trapped by Senara’s influence but
wished better for his daughter. He kept her as far from Senara and
the goings-on in the house as he could. He dreaded her growing up
because he knew what it meant.
Veronica lived a lonely life in the manor. The rose garden she
lovingly tended was her sole source of joy. She slowly pieced together
what was going on and was horrified by what she found, particularly
when she learned that she was to be offered up to the deep ones as a
bride. She began concocting a plan of escape.
Author knew of Veronica’s plans and allowed them. He made sure
Senara and the deep ones were distracted on the night that Veron-
ica stole as much deep one gold as she could carry and fled. He
half-heartedly led the searches and made sure she had plenty of time
to board a train at St. Ives. He was happy when he heard she had
married a wealthy Londoner, and he wished her a good life.
It wasn’t to be. Senara sent him after her. Unable to convince her
to come back, Author was forced to kill Veronica to protect Zennor’s
secrets.
Author feels stuck in his place as a local leader. He is disgusted
with Senara, who grows more inhuman with each passing year. He
has come to realize that what he once thought was his heritage, a
blessing on the people of Zennor, is a monstrous curse. He doesn’t
know what he can do, but if the right sort of individuals were to show
up in town, he might see it as an opportunity to avenge his daughter.

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Mr. Christian Grundel

normal human specimens, although they all have a tendency towards long
arms and strange staring eyes.
There are three families, besides Carrie Halfwik, that are not involved
in the cult. These are the Smythe, Tanner, and Burdyk families. All
are farmers who have arrived here from other villages in the last twenty
years or so. They are good, God-fearing, honest folk. They all suspect
something very wrong is going on, but they lack the will and courage to
investigate it, preferring to live and let live with their neighbours. That
being said, they will not knowingly stand by and allow others to come to
harm, and so they can make valuable allies. All of them are very fond of
Father Connor.
Most families in Zennor parish own, at the very least, a shotgun, if not
a rifle also. Fisherman often have clubs for dispatching their catch, while
farmers might use pitchforks or shovels. Should investigations in Zennor
turn violent, keep this in mind.

A GUIDE TO THE ZENNOR PARISH


The principle industries of Victorian Cornwall were tin mining and fishing,
but the area’s beautiful coastline and seaside towns are contributing to a
burgeoning tourism industry.
Travel to Cornwall from London is a matter of taking the Great Western
Railroad from London to Exeter; a journey of roughly 6-7 hours. Trains
from London arrive in St. Thomas’s Station, where omnibus’s can be had
to take travellers to one of the cities hotels:
T Rougemont (4s 6d) – large and well appointed, close to Queens’
St. Station.
T The Clarence (4s 6d) – in the quiet Cathedral Yard.
T The Museum (2s 6d) – an unpretentious hotel.

From Exeter, the Great Western Railroad departs from Queens St. Sta-
tion for Plymouth, a two-hour journey of 36 miles. From there, another
train can be caught to Truro and on to Penzance or St. Ives, a journey of
3–4 hours.
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Zennor

The train through Cornwall treats its passengers to views of the beautiful
countryside. Cornwall is an area of moorland, rocky coastline, and mild
climate. Low lying shrubs and grassy hills are common, while thick forests
are not.
The Great Western Railroad terminates in Penzance, although there is a
northern spur that terminates in St. Ives. Investigators can use either town
as a launching point for expeditions to Zennor.

Penzance
Penzance, population 11,700, is a quaint fishing town on the southern shore
of Cornwall. It the terminus of the Great Western railway. It boasts a
beautiful harbour and several scenic walks. It is the capital of the local
pilchard and mackerel fishery, and also sees a good number of ships trans-
porting the tin, copper and granite mined in Cornwall to other locations.
The area is also London’s principal provider of potatoes, with extensive
farms around town. There are several places for tourists to stay, two of
which are:
T The Queen’s on Esplanade (4s 6d) – comfortable and in a fashion-
able part of town.
T The Union on Chapel St. (4s) – serviceable, but with no view of
the sea.

The town contains a library with a collection of rare Cornish works, and
information on the Cornish language.
Other items of interest in Penzance include the Esplanade (the nicer
section of town), the Pier (offering walks in the sea air and views of
Mount’s Bay), and Lescudjack Castle (a British earthworks on a hill near
the train station). The natural philosopher Sir Humphrey Davy was born
in Penzance and has a stature in his honour standing in market square.
From Penzance, it is 7 miles northwest over dirt roads to Zennor. As in
St. Ives, omnibuses that cater to tourists are available for transportation,
as are local farmers.

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Jonathan Potter (Order #33997241)
Mr. Christian Grundel

St. Ives
St. Ives is a picturesque fishing town of 7,500 at the northern terminus
of the rail lines. A beautiful seaside town, irregularly built, with many
terraced homes and modern villas. It features the church of St. Ya (or
Ia) built in the 15th century. It also features a subscription reading room
and Masonic lodge. There are many hotels, the following of which are
a few:
T Tregenna Castle (4s 6d) – Originally the home of the Stephens
family; well-appointed.
T Union Inn on Fore Street (3s) – comfortable and low key.
T White Hart on Wharf St (2s 6d) – acceptable, if a little rough.

The people of St. Ives make their living on the sea. The harbour
sees boats coming in loaded with herring and pilchards daily. Not
surprisingly, there are plenty of pubs serving thirsty fisherman who’ve
just come ashore. These also make excellent places for investigators to
gather rumours, as paying for a few drinks makes a friend and loosens
their tongue. The oldest and most colourful such establishment is The
Sloop on Wharf St.
Investigators looking to get to Zennor from St. Ives will have to travel
west, 5 miles, over scenic dirt roads, with the rocky hills on one side,
and the cliffs and sea on the other. Omnibuses are available that take
tourists around to the local ruins, of which Zennor Quoit is one. Al-
ternatively, investigators could walk, or hitch a ride on a farmer’s cart.

The Gurnard’s Head


Investigators who want to be closer to Zennor (yet still safe) can stay at
the Gurnard’s Head, a pub that also offer’s rooms located 1.5 miles from
Zennor, near the rocky promontory of the same name.
Richard Berryman runs the pub with his wife, Jane, and mother, Grace.
He also tends his own farm. Richard is a pleasant fellow who is used to
entertaining both the artists and writers who come in from the city and the
local workers.
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Zennor

Richard is not affiliated with St. Senara or the deep ones in any way. He
has heard strange rumours about the Dowelly family and other families in
Zennor, but he will be hesitant to discuss them with outsiders.
Richard is a superstitious man who can tell investigators a lot about the
legends and rumours of Penwith if they loosen his tongue with some drink
and company. What those rumours are, or whether or not they are true is
anyone’s guess, but consider Richard and the Gurnard’s Head an excellent
home base should you wish to develop a campaign based upon the Penwith
area.
The Gurnard’s Head Inn is a local landmark, and acts as the nearest
post office to Zennor. As such, the deep ones and hybrids wouldn’t attack
it or attack investigators on its grounds for fear of drawing attention on
themselves. Consider it a safe house for investigators.

VILLAGES AND HAMLETS OF ZENNOR PARISH


The village of Zennor lies at the eastern edge of Zennor parish. Beyond
scattered farmsteads occasionally dotting the landscape, there are two
smaller villages and a hamlet that are also in the civil parish of Zennor.
Many of the families in this part of Cornwall share common surnames,
especially outside of the town of Zennor, and word travels surprisingly fast
along the rutted roads of the Penwith Hundred—investigators’ reputations
are likely to precede them.

Boswednack
This small village of 19 souls consists of four farms and Boswednack Man-
or, a large Edwardian farmhouse with an absentee owner. It lies roughly
halfway between Zennor and Gurnard’s Head.

Porthmeor
Just half a mile southwest of Gurnard’s Head, Porthmeor straddles the dirt
road the ultimately leads to Zennor. Upper Porthmeor is situated around
the road itself, while Lower Porthmeor is closer to the coast. Comprised
of 11 farmhouses, one vacant home, and a Wesleyan Chapel, the village
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Mr. Christian Grundel

The Gurnard's Head

of Porthmeor consists of 6 different families, all of whom are from


Cornwall, with most from Zennor parish. Most are farmers with large
families. A few of the larger farms rely on outside help as well, and
these may be willing to provide food and lodging if needed, especially in
exchange for field work.

Treen
Situated a short 2-minute walk from the Gurnard’s Head hotel is the
hamlet of Treen. The road from Penzance, in the south, swings east in
Treen, for Boswednack and Zennor. Four houses cluster around Treen
Manor, along the road that leads from the hotel out to Gurnard’s Head
and Treen Cove, half a mile to the north, while four farms spread
across the land from the hotel to the cove. The farmers are all related,
the Thomases, while those living in the homes closest to the road are
originally from Zennor.

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Zennor

The descent down the cliffs to Treen Cove is not an easy one. There
is a small Coast Guard Station, manned by 3 men, their wives, and 8
children, ranging in age from 13 years old down to 5 months. From Treen
Cover to Pendour Cove is about 1 mile, by water, while the cliff road
takes considerably longer, as it winds its way back and forth along the
steep edge.

FELL SECRETS AND FORBIDDEN LORE


Zennor is a town with a terrible secret that it has been hiding for 800
years. As the modern world encroaches, friction is bound to happen
between those who don’t want to be discovered and those who want to
connect this remote region with the modern era.
Victorian era investigators can be drawn to Zennor and the Penwith
region for any number of reasons. Investigators could be surveyors sent by
the crown, archaeologists from a university making a tour of the region’s
ruins, or even tourists who happen to be in the wrong place at the wrong
time, as happened in Lovecraft’s own The Shadow Over Innsmouth.
Those wishing to expand on the material presented here will find a
wealth of information available online regarding the Penwith region. Men
have lived here for long centuries, and who knows what old gods or dark
intelligences have consorted with them in the standing stones and quoits
that dot the region.
Richard Berryman at the Gurnard’s Head or Carrie Halfwik in Zennor
both make excellent sources of information to spur investigators into
exploring the area. Both are superstitious, and very gregarious. One
can come up with all sorts of little people, ghosts, druids, or any other
mysteries that could easily tie into the Cthulhu Mythos. Take care not to
overpopulate the region, however, as doing so can strain the suspension
of disbelief.
Some suggestions for other investigations in the region:
T Carrie Halfwik swears she’s been seeing lights around Zennor
Quoit every new moon. The folk of Zennor dismiss this, as
Carrie’s always deep in her cups. There is truth to the rumour,
however. A local farm boy found an ancient rock with strange
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Mr. Christian Grundel

writing on it recently. He tried to speak the words and was put in


contact with an entity from beyond. It can only visit when certain
stars are overhead, which coincide with the new moon. He’s been
going to the Cromlech because it’s the highest point in the region.
Fell things descend from the sky and whisper horrors to him on
those nights.
T One night at the Gurnard’s head Richard tells the investigators
the legend of Harry Trembley’s ghost. Harry was a Round Head
spy that was snooping about Royalist Cornwall during the English
civil war when he was killed at a crossroads by highwaymen. They
decapitated him, and his headless ghost is sometimes seen carrying
its head and attempting to talk to late-night travellers. Harry
was a sorcerer of some power, and an important relic of his was
stolen in the robbery. It sits as a bauble in a local farmers home,
something handed down through generations. Harry wants it back
so he can move on to other planes of existence. If investigators
listen to him and can retrieve the item for him, he can give them
the location of, or information that is very helpful to them, such
as a mythos tome. Should investigators trust him?
T Tourists who delve deep into the Ding Dong mine sometimes hear
knocking or their names being whispered. This has given rise to
local legends about ghost miners. The truth is that a serpent one
enclave lies under the mines. Many of the monsters lie in stasis,
but a few have awoken and are trying to lure men down to learn
about the modern world. When a child goes missing in the mine,
investigators must delve deep underground and hopefully survive to
see the light of day again.

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Zennor

Zennor in Other Eras


It should be noted that, in addition to the late 19th-century, Penwith and
the Cornwall region offer a lot of material. A few time periods of especial
impact on Zennor, itself, follow.

The Dark Ages


T The Dark Ages was the period in which St. Senara came ashore.
An interesting scenario could see the investigators being sent by
their king to see if these rumours of a powerful saint in Zennor
were true.

The Reformation
T Crown agents are sent to Cornwall to rid Zennor of its old beliefs.
Tasked with confiscating or destroying the idols to St. Senara, all
the fantastically carved pews featuring underwater images with
mermaids and bizarre fish-men, and a hideous bell rumoured to
summon beings from the sea for dark masses with its repugnant
peals. Will the agents of the reformation be successful, or will the
scabrous residents of Zennor begin making an annual pilgrimage to
Chapel Jane, at Gurnard’s Head, in order to keep their old ways
alive? And even if the Crown agents survive Zennor, will they
survive the Cornish rebellion?

Elizabethan Times
T Smuggling has always been a thing in St. Ives, but when gold arte-
facts of unearthly designs begin showing up, Her Majesty’s Exchequer
deputizes a special commission to investigate.

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SCENARIO SEED: THE NAPOLEONIC WARS


It is the Summer of 1804. Napoleon has been declared Napoleon I, Em-
peror of the French by the Senate earlier in the year. In December he will
take the crown from Pope Pious VII and crown himself at his coronation.
In the meantime, Britain is gearing up for war. Her Navy has kept the
French ports blockaded, but her spies know that Napoleon is preparing for
an invasion of England. All throughout the isles the agents of the Crown
are busying themselves with improving coastal fortifications and rooting out
French spies.
The players assume the role of British Officers sent to Cornwall to
inspect the coast for any defensive weaknesses, and keep an ear to the
ground should they uncover any foreign agents.
While they are inspecting the coastline, the investigators become aware of
strange goings on in Zennor at night. Could it be that locals are conspiring
with the French? They would be remiss in their duties if they didn’t check.

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T he Sins of St. Senara is a gaslight-era scenario for 2-4 investigators.


Set during the summer in the early 1890s, it can be played as a one
shot or as part of an ongoing campaign. The myths of St. Senara and the
mermaid of Zennor are specific to that location, but with some work a
Keeper could move this to another lonely seaside town.
Use of Stygian Fox’s Hudson and Brand, Inquiry Agents of the Obscure is
recommended for this scenario, but not necessary.

KEEPER INFORMATION
Veronica Dowelly had a lonely, sheltered childhood. She was raised by her
father, Author, in a horrible old mansion overlooking the sea.
Author did not expose her to the horrors in the caves beneath the manor,
but she knew that strange rituals took place there on the new and full
moons, and that some local families gave birth to vastly different children.
One day, she snuck down the basement steps after the hybrids came
with their children for a ceremony. She saw the deep ones rise from the
sea to claim their new breeding
stock. She knew that one day
she would be taken below and
that horrified her. When the
chance arose, she stole as much
deep one gold as she could and
fled to the city of Bath.
Author knew of her plans
but did nothing to stop her.
Secretly, he hoped she could
escape the reach of Senara and
live a happy life.
Using money she had stolen,
she set herself up as a wealthy
vacationer and proceeded to
Veronica Tillinghast throw herself at Godfrey Till-
(nee Dowelly) inghast, the dashing first son of
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a very wealthy family. It was a whirlwind courtship; one much gossiped


about in society. They were married within two months. Godfrey inquired
about asking her father for her hand in marriage, but Veronica claimed to
be orphaned, although she admitted to being from Zennor.
The two were married in a decadent wedding attended by all the right
people and settled into a happy life together at Godfrey’s London estate
in St. John’s Wood. For three years the couple lived happily, but much to
their dismay, were unable to conceive.
Sadly, their happiness was not to last. The time of Veronica’s betrothal
to the deep ones approached. Senara would allow no exceptions. Author
was sent to find his own daughter with orders to return with her—or make
sure she could never give up the secrets of Zennor.

INVOLVING THE INVESTIGATORS


If the Hudson and Brand agency is used, Godfrey shows up at 33 Golden
Square one summer afternoon seeking help. If not, he seeks out the inves-
tigators through their reputations, perhaps through mutual acquaintances in
social clubs, or articles they have written.
Godfrey is a tall, impeccably dressed gentleman with a military bear-
ing and moustache. He seats himself, smooths his coat and trousers, and
launches into his story.

Godfrey’s Tale
“Thank you for seeing me today. I’ve sought you out because I have
nowhere else to turn. I am convinced my dear wife Veronica was murdered,
but none of the authorities are able to prove it, or even explain what
happened.”
His facade cracks here and he raises shaking hands to his head. “Oh
my dear sweet bride, why would anyone want to hurt you?” With effort he
recomposes himself.
“My apologies. We were the picture of happiness, you see. Ever since we
met in Bath. Such a sweet, gentle girl. I was one of the happiest men in
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London. We had trouble conceiving,


and I knew she took great pains
to hide her disappointment from
me, but other than that I never
suspected any secrets lay between
us. At least until that day at the
Serpentine. My whole world began
to fall apart then.
“It was a beautiful spring day. I
had no affairs to attend to, so we
took a walk in the park. We were
feeding the ducks when I spotted
a business acquaintance of mine. I
stepped away from Veronica for a
moment. It was just a moment, but
we heard her scream. She was being Godfrey Tillinghast
accosted by some ruffian dressed in a
full coat and wide brimmed hat. My
associate and I gave chase but lost him in the crowd….” He trails off and
again struggles to compose himself.
“Forgive me. It’s funny how one’s life can turn on such a seemingly triv-
ial matter. From that day it was as if a black cloud hung over us. Veronica
was much changed. She refused to leave our house and was always watching
for something. I am a powerful man, but I’ve never felt so powerless
before. What true man is unable to defend his own wife in his home?”
“Veronica’s behaviour became erratic. She smashed all the mirrors in our
home. She wasn’t sleeping. One night, she had a complete breakdown. She
was rambling about seeing ‘him’ in the gardens. Something about a cave
and mermaids. I had to put her in an asylum. Even there she found no
peace. The doctors tell me her hatred of mirrors continued. A few weeks
ago, she had an episode, smashing them and attacking the staff, claiming
she saw this figure again. She was restrained, and her room set right. The
next morning, she was found dead. Drowned. Seawater in her lungs. How
does one drown in a locked room, miles inland? It defies science. Nobody
can give me any answers.

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“I’m told perhaps you can. I am a man of reason. I would have never
believed a thing such as this is possible had I not seen it happen. I am also
a rich man. I am willing to pay any price for justice for my sweet wife.
And if I cannot get justice, then I want revenge. I am convinced some dark
force from her past took my wife from me. I want to know who, and I want
to know why. And I want those responsible to pay. If you will help me,
I will spare no expense. All my life will be an open book to you. Please,
help me….”
If the investigators refuse to help Godfrey, they’ve made a powerful
enemy. The scenario ends, but he will use his considerable influence and
wealth to close doors to them. They will soon find themselves persona non
grata: snubbed at their clubs (and amongst high society, in general), banks
demand repayment in full for any callable loans (both for investigators and
any of their friends or family members with such loans), friendly merchants
are no longer as friendly, etc.
If they investigators agree to help, they can name their price, up to 1000
pounds. Godfrey will pay half, up front, and cover all expenses. He will
also make sure the doors are open for every avenue the investigators want
to pursue.

AVENUES OF INVESTIGATION
Should the investigators agree to take his case, Godfrey is very thankful and
leaves them to their work. He is willing to answer any questions they would
like to ask and is sure to let them know he is at their disposal should they
need any sort of help during their investigation.
There are several paths for the investigators:
T Library research on the Dowelly family, the town of Zennor, or
even the Tillinghast family.
T Inspecting of the Tillinghast estate in St. John’s Wood and inter-
views with staff.
T Traveling to the Royal Edinburgh Lunatic Asylum and interviews
with staff.

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T Inspection of the death certificate and/or an interview with the


appointed procurator fiscal.
T Exhuming Veronica’s body from its place of burial in Brookwood
cemetery (see Nightmare on the Necropolis Express for more informa-
tion on London’s necropolis).
T Traveling to Zennor to investigate the town itself.

Library Research
Research in one of London’s many libraries yields plenty of information.
Investigators researching Zennor discover that its small rural town in the
hundred of Penwith, in Cornwall, population 500. It is not located on any
railroad tracks or connected to any telegraph lines. A successful Library
Use or History check reveals the legend of St. Senara: a Christian Breton
queen who threw herself into the sea while pregnant after her husband
suspected her of adultery. While adrift at sea, she was saved by an angel
who gave her food and drink. Senara and her new-born son came ashore
in Cornwall and founded the church of St. Senara where she landed, the
town of Zennor.
A Hard Library Use check unearths the local legend of the mermaid
of Zennor, who was so entranced with the singing of a young boy in the
Church of St. Senara that she rose from the sea to attend mass. The boy
and mermaid later married.
Investigators looking into the Dowelly family can find them mentioned
among the prominent families of the town, but there is surprisingly little
information beyond their appearing in tax rolls. An extreme Library Use
roll turns up the clue that the Dowelly family claims direct descent from
St. Senara.

The Tillinghast Estate


Godfrey’s London house, “The Nook”, is located in at 12 Warrington
Crescent, St. John’s Wood, London. It is a sprawling mansion with mani-
cured grounds, a carriage house, and beautiful rose garden. Godfrey allows
the investigators access to anything or anyone they deem interesting.

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The Servants
Any staff member questioned tells the same story: Veronica was a lovely,
sweet lady who adored her rose garden. She changed dramatically after
the incident and became a shut-in. She became paranoid, insisted all the
mirrors be removed from the house, and smashed those that she found
afterward.
Two staff members particularly could be of interest to investigators:
T Molly – Veronica’s personal maid. A haggard looking, but kind
young lady with sad eyes. A Psychology check determines that she is
still deeply and genu-
inely distraught at the
loss of her mistress.
She wants to help
but is a little guarded
with the investigators.
Charm or Persuasion
can convince her to
talk. She reveals that
Veronica was secretly
terrified of Godfrey
divorcing her over her
inability to conceive,
and had Molly get
her special medicine
to help her become
more fertile. She was
under strict instruc- Molly
tions to keep this
secret from everyone
else. She also knows that on the night of her meltdown, Veronica
found something in her room that deeply disturbed her, but doesn’t
know what, as she broke down and was unable to explain it.
T Klaus – A tall, powerfully-built German in his 40s. Klaus seems
like he would be more at home on a battlefield than as a butler.
He is never-the-less deeply loyal to Godfrey, and truly loved Mrs.

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Veronica. His rela-


tionship with her was
professional, but
never close. If asked
about the night of Ve-
ronica’s breakdown,
Klaus can tell the
investigators that she
broke down scream-
ing that she saw
“him” in the garden.
Klaus grabbed a pok-
er from the fireplace
and went out into the
rose garden. He saw a
figure and gave chase
but lost the man in
the fog. He didn’t get Klaus
a good look at him,
but describes him as
hunched, in a long coat and wide brimmed hat.

The Lady’s Bedchamber


Veronica’s room has been kept as it was that night, both out of Godfrey’s
grief and his need to get to the bottom of things.
Investigators will find a well-appointed bedroom. The vanity mirror is
missing. The bed is unmade. Her chair is turned over. In short, there is
every sign that Veronica experienced an upset here.
A successful Spot Hidden while searching the room in general uncovers a
small figurine tangled up in the upset blankets on the bed. The figurine is
a scrimshaw carving of a mermaid. If shown to Molly, Godfrey, or other
staff members, none have seen it before. Appropriate Art or Appraise
checks determine that it’s very ancient work. Author was able to enter the
house and leave it on her pillow. Finding it is what caused Veronica’s final
breakdown.

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Searching her vanity will discover a locked drawer. No one has the key.
Molly can confirm it’s the drawer that Veronica kept her fertility medicine
in. A Locksmith check can pick the lock. Inside is a small box containing
a peculiar smelling dry tea. A successful Medicine or Natural World check
identifies it as pennyroyal tea, an abortive. Also, in this drawer is Veroni-
ca’s Journal (see Sins of St. Senara Handout #1).
The journal starts just after Veronica’s marriage. It is happy for the
most part, although it reveals Veronica was in fact terrified of giving birth
to a “half breed”, while also terrified that Godfrey would divorce her for
not being able to conceive, leaving her alone in the world and undefended.
It takes on a much darker tone after the Serpentine incident, culminating
with the final passage: “I had thought I had run far enough. I had thought
my past behind me. Now I know one can never run far enough or fast
enough. Who you are catches up to you eventually. Godfrey, I love you,
but I must never tell you of any of this. I couldn’t bear for them to take
you as well….”

The Death Certificate


Unless investigators have connections, Godfrey is needed to pull some
strings to see the procurator fiscal’s report. The records are in Edinburgh.
The inquest, done by a Dr. Bowen, lists the cause of death as asphyxiation
due to unknown causes. It also notes some odd congenital deformations of
the deceased throat.
If he is tracked down in Edinburgh, investigators will have to succeed in
a Charm or Persuade check to get him to speak with them on the matter.
Over a glass of brandy in his study, the good doctor confides in the inves-
tigators that he cannot understand how a woman’s lungs fill with seawater
spontaneously. If asked about the congenital defects he noted, he needs
another glass of brandy, and a Hard Charm or Persuade check to divulge
that Veronica had what appeared to be the structure for rudimentary gills
under the skin of her neck.

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The Body
Veronica has been interred in the Tillinghast family crypt in Brookwood
Cemetery (the London necropolis). Brookwood is roughly an hour’s train
ride southwest of London. Intrepid investigators might take it upon them-
selves to break in to view Veronica for themselves.
Doing so would involves traveling to Brookwood and sneaking into the
massive cemetery, most likely at night. The crypt is locked, requiring a
successful Locksmith check to get in. The lid of the sarcophagus is SIZ
150. Prying off the lid reveals the decomposing form of Veronica (SAN
0/1).
A successful Hard Medicine check, given her state, reveals the abnor-
malities around her neck area. There appears to be a cartilage structure for
rudimentary gills. No other info can be gleaned from examining the body,
except for the fact that Veronica is indeed very dead.

ROYAL EDINBURGH LUNATIC ASYLUM


Edinburgh Asylum is in Edinburgh Scotland. The fastest trains from Lon-
don to Edinburgh take eight and a half to ten hours.
Founded in 1813 and expanded on many times in the following years,
Edinburgh is a sprawling, multi- building campus. It follows the moral
treatment program began in the 1850s, where patients are only restrained
if needed.
The asylum is a massive place, with on-site gardens and grounds for
patients. Several buildings separate inmates by sex and social class. Ve-
ronica was housed in the ladies’ wing of the east house, consisting of
three galleries of eight rooms apiece, and a parlour. At present, twenty
upper-class ladies are being treated here.
The main contact for the investigators at the asylum is the young and
overworked Dr. Desmond Thorpe. He barely remembers Veronica unless
the details of her death are mentioned. He’d never seen anything like it.
If they’ve been introduced through Godfrey, he is happy to share his notes
with the investigators (see Sins of St. Senara Handout #3).

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The Sins of St. Senara

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Mr. Christian Grundel

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Jonathan Potter (Order #33997241)
Mr. Christian Grundel

George Ballard is a massive, yet gentle, Scottish fellow in his early


twenties. He fondly remembers, perhaps a little too fondly, Veronica as a
kindly young woman who was terrified for her life. He seemed to have a
calming effect on her, so spent time with her, especially taking her outside
to see the spring flowers. During their time together she would speak of the
rose garden she tended growing up, but if asked about her people, would
only say they were horrible, and change the subject.
On one such trip she had an episode, claiming to see “him” lurking
outside the walls. She had to be taken to her room and restrained. That
night, she died. George confesses that he did see a figure in a long overcoat
walking down the road outside. He was attending to Veronica, though, and
wasn’t able to see where the man went.
Suspicious investigators may wish to make Psychology checks based on
their interactions with George. Those who succeed sense that George is
genuinely sad, and even guilty feeling. If confronted, George tries to play it
off as he was perhaps a little enamoured with his ward, and feels ashamed
as he’s engaged to be wed to another, and Veronica was already married…

Royal Edinburgh Lunatic Asylum

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[ HANDOUT 3]
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The Sins of St. Senara

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his feelings for her just weren’t right. While true, he’s guilt
runs far deeper—George would cover the mirror up every night
for Mrs. Tillinghast, but he’d never seen her so distraught and
never had to strap her down before—he didn’t cover the mirror
and he doesn’t know how or why, but he knows that somehow,
she died because of it.
The investigators can see Veronica’s room if they ask. It is
occupied by another patient but can be cleared for them to
investigate. It is a solid room in the heart of the institution with
a heavy wooden door that locks from the outside. A barred win-
dow lets in the sunlight. A bed, dresser, and desk with mirror
make up the only furniture. A Spot Hidden check notices that
the bed is reflected in the mirror. There are no clues to be had
here, other than the impression that the asylum is a massive
institution and it would be extremely difficult to get in and out
to commit murder without being noticed.
Keeper’s Note: George Ballard makes an appearance in Hudson &
Brand, Shadows of the Past, and if he’s already been encountered
there, he shouldn’t be encountered here. If needed, George may be
replaced with Brodie Abernathy, a quiet Scottish fellow, married
with grown children, in his early fifties.

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INVESTIGATING ZENNOR
Eventually, investigators will exhaust other avenues of inquiry and all clues
point back to Veronica’s hometown—Zennor.
Traveling to Zennor is best accomplished by taking the Great Western
Railway to Exeter, and the on to either Penzance or St. Ives. Investigators
will have to travel over several miles of back roads from either town to get
to Zennor. Emphasize how they are leaving behind modern conveniences
and going into an area where people live much simpler, isolated lives.

Zennor
Investigators receive a surly welcome in Zennor. While the hybrids are
used to the omnibuses full of tourists who have begun rolling through to
look at the Zennor Quoit, they are not used to outsiders who come in and
begin asking questions. Nor are there any inns in town, so investigators
will need to find lodging elsewhere if the intend to spend more than a day
in the area. This may work to their advantage.
Eyes watch from between closed shutters and knowing looks are ex-
changed behind their backs. Play
up the creepy town vibe for all
its worth.
Not everyone in town is
unfriendly, however. Father
Archibald Conner welcomes the
outsiders. If they take the time
to talk with him, he can provide
a lot of information. He tells the
investigators of his suspicions
about the Dowellys and that
there is some sort of get together
held there two nights a month,
but that he doesn’t know any de-
tails about it. He will also warn
them to be careful and offer to
look out for them. Carrie Halfwik
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Jonathan Potter (Order #33997241)
Jonathan Potter (Order #33997241)
The Sins of St. Senara

Carrie Halfwik also gives the investigators the same friendly welcome
she gives everyone. Over cups of her strong home brew she lets them
know to be careful where they stick their noses, as the town has many
secrets. The accuracy of any info Carrie gives the investigators is left to
the Keeper. She represents an opportunity to throw some red herrings
into the mix if desired.
Investigators snooping around rapidly come to the attention of Tom
Bergen. He makes sure that there is a tail on the investigators wherever
they go in town. A Spot Hidden check notices one of the townsmen
attempting to look innocuous while shadowing them. The rest of the
townspeople will stonewall the investigation as best they can.
If investigators persist, intimidation is the next step. Investigators will
be followed on one of the lonely dirt roads and cornered by masked locals,
who warn them off their path of inquiry.
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If this does not discourage nosy investigators, or if they’re asking questions


about Veronica, Author becomes involved. He picks one of the investigators
and stalks them using his Mirror of Tarkhun Atep spell (The Call of Cthul-
hu Keeper Rulebook, p. 261). He could appear in one of the investigator’s
mirrors in their hotel room. Seeing them, Author casts Breath of the Deep
(The Call of Cthulhu Keeper Rulebook, p. 247) on the investigator. Failing
the POW roll, the investigator begins to drown, per Table III: Other Forms
of Damage, on page 411 of the Call of Cthulhu Keeper Rulebook. The spell
can be broken by succeeding at an Extreme CON roll to cough up the sea
water. Alternatively, shattering the mirror, which breaks Author’s line-of-
sight, ends the spell. (Kind Keepers should allow a drowning investigator
an Idea roll to realize this.)

The Dowelly Estate


The Dowelly family’s ancestral home is the epicentre of the strangeness
surrounding Zennor.
Investigators watching the house must make successful Stealth checks
to avoid notice, as the eyes of the village are upon them. If they fail
their rolls the locals pretend not to notice. Instead, they will follow the
investigators when they leave and attempt to kidnap them and bring them
to Senara.
Successfully hidden investigators see Tom Bergen and other locals
occasionally going to and leaving the house but won’t see Author. Those
watching the house closely catch glimpses of shadows moving past lit
windows at night with successful Spot Hidden checks.
The most activity the house sees is during nights coinciding with a
night-time high tide, which occur in the evenings following full and new
moons. These are the nights that locals gather to meet with their deep
one relatives, who use the high tide to enter the caves below the mansion.
On these nights, there is a torchlight procession heading up the to the
mansion. They remain until the morning.
Investigators seeking to break into the house must pick their times.
Daylight sees the least amount of activity as the sunlight hurts the deep
ones’ eyes. It is also possible to blend in with the villagers and enter
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during the twice monthly ceremony, but this is also the most dangerous
time as the house is filled with humans, deep one hybrids, and deep ones
at this time.

Breaking in During the Day


Investigators approaching the house during the day have to make successful
Stealth checks to avoid notice from any townsfolk who might be in the
area. The path leading to the front door is exposed but it is possible to
crawl through low lying rose bushes and brambles to get to the back of the
mansion. The front door is locked, requiring a Locksmith check to pick—if
successful, the front doors open into the main hall.
Mouldering wood panelling and mermaid artwork abound. The air is
damp and carries a distinct fish smell. Doors lead off the hallway to a
seemingly unused dining room and a sitting room with a fantastic view
of Pendour Cove. Above the mantelpiece in the sitting room is a portrait
of a woman dressed in white, carrying a rather strange looking child,
coming out of the sea and onto a beach. Behind her in the waves lurk
the silhouettes of strange, hunched human-like figures. Any investigators
who’ve researched the legends of St. Senara recognize her, otherwise it
takes a Hard History check.
Keepers should call for Stealth checks for investigators snooping around
the main hall, dining room, and sitting area. Failed rolls alert the Dowelly’s
hybrid servants, Jonathon, Daria, and Connor, to their presence. Investiga-
tors entering the back of the lower level, where the kitchens and servants’
quarters are, also raise the alarm without successful Stealth checks.
During the day, the servants are in their bedrooms. They do not sleep,
instead resting while alert to their surroundings, like a fish. If they become
aware of the investigators, they will raise the alarm, attempting to alert
Author, then attacking with weapons and grappling manoeuvres. They seek
to capture rather than kill. Author responds a few rounds after hearing the
sounds of combat and uses his spells to capture rather than kill. Captured
investigators are bundled off, down to the caverns, to meet Senara.
Should investigators manage to avoid servants and head upstairs, they will
find all the bedrooms unoccupied. The only one that shows any sign of
having been lived in is Veronica’s. A thick layer of dust lies on everything.
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Jonathan Potter (Order #33997241)
The Sins of St. Senara

AUTHOR'S JOURNAL
Handwritten in Cornish, it details goings-on in the town of Zennor
and the comings and goings of the deep ones, along with Author’s
magical research. It also details Author’s relationship with Veronica
and how he knew of her plans to escape and allowed her to succeed.
When Senara wants Author to retrieve her, he argued that she should
be allowed her freedom. Senara would have none of it and sends
him to London with instructions to either bring her back or kill her.
Author tries desperately to convince Veronica to return. After he is
chased away at the Serpentine, he lurks around her house trying to get
a chance to speak with her. Finally, he resorts to magic, appearing in
her mirrors. It breaks his heart to kill her, but he justifies it with his
belief that it must be done to protect Senara and the other deep ones.
Sanity Loss: 1D4
Cthulhu Mythos: +1/+3 percentiles
Mythos Rating: 10
Study: 2 weeks, once translated.
Suggested Spells: Contact Deep One, Create Mist of R’lyeh, Mirror
of Tarkhun Atep.

Author will be resting in the chair in his library. A hard Stealth check is
required to escape his notice. If roused or attacked, he uses his spells while
calling the servants for aid.
The library itself is a collection of mildewed esoteric volumes in several
languages. Author’s journal contains the most Mythos lore, along with
spells.
Alternatively, if the Keeper wants the investigators to get their hands on
a certain mythos tome, it can be found here.
Investigators might look for a different way in. Those approaching the
house through the bushes in the back see bulkhead leading to the basement.
A Locksmith check gains entry.
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Jonathan Potter (Order #33997241)
Mr. Christian Grundel

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Jonathan Potter (Order #33997241)
The Sins of St. Senara

The basement is damp, smells of ancient mould, and is packed with the
accumulated junk of several centuries. Examples include rusted suits of
armour and weapons from the English Civil War, disturbing worm-eaten
wood carvings of marine life, a chest of scrimshaw mermaids like the one
found in Veronica’s room, and so on.
Debris is piled high with little room to manoeuvre. Keepers can call for
Stealth checks, if desired to raise tension, but unless someone fumbles a
roll it is unlikely that they will be heard down here.
Investigators searching the basement for anything suspicious should be
allowed Spot Hidden checks, or at the Keeper’s discretion, Idea rolls, to
notice that a pathway winds through the piles to a section of wall in the
back. The floor here is trampled clear of dust. The path terminates at the
wall. There is a secret door here allowing passage to the sea caves below.
Depressing a loose rock causes the door to grind open on rusty hinges,
causing a racket that echoes through the caves below and alerts Senara and
the deep ones.
Beyond the door, a wet spiral staircase, hewn out of the rock, leads down.
The smell of sea air mixes with another, powerful odour reminiscent of
fish. No source of light is available, but investigators can scrounge up a few
rusty oil lanterns and oil in the junk piles.

The Caves Below


Steps lead down into a hallway that opens on the grotto. Side passages lead
off to Senara’s chambers.
The grotto is a downward sloping room, open to the sea on its lower
end. A statue of a hybrid fish/human (Dagon) stands at the lower end of
the room. There are 5 stone posts with very rusted chains hanging from
them in front of the statue. The stone posts and statue are covered with
barnacles, as this lower area of the room floods with the tide.
A side passage leads down to Senara’s chamber, a cool, damp room lit by
cracks that filter in sunlight from above. At night, torches provide light. In
it, Senara reclines on a divan, surrounded with deep one gold, and attended
by her deep one servants.
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Jonathan Potter (Order #33997241)
Mr. Christian Grundel

AUTHOR'S CONFESSION
To add drama, consider having Author approach the investigators
alone while they are imprisoned. He knows why they have come and
views them as the righteous vengeance he deserves for his actions.
He is impressed they’ve made it this far. After confessing that he
killed Veronica, and claiming Senara forced him to, Author frees the
investigators. He begs them to return with reinforcements and blot
the sin that is Senara from the world. He can provide his journal as
proof if asked.
The investigators will still need to affect their own escape but
contrasting the very human anguish of Author against the inhumanity
of Senara adds to the horror of the scenario.

Senara has fed well on sacrifices as the centuries passed, and is now
an exceptionally large, fully turned deep one. She has difficulty moving
on land and has to squeeze through the corridors of the cave, but still
occasionally slips out into the sea. She is attended to at all time by two
deep ones. They will hear the investigators opening the secret door and
will lie in wait to ambush them. Senara assists with magic but is too bulky
to fight effectively in the corridors or her chambers. The goal is to subdue
and capture, rather than kill.
Investigators who are captured are held until nightfall when a high tide
ceremony is taking place. They are tied up and left in a side cave. They
are securely bound with rusted manacles behind their backs. A successful
Hard Sleight of Hand check allows an investigator to slide their hands out
of the manacles. If the Keeper wants the investigator to fail forward, they
can escape on a failed roll, but cut their hands or dislocate fingers for 1D3
damage in the attempt.
Before the ceremony starts, Senara and her attendants will be resting in
her chamber. The secret door will have been shut and opening it will again
alert the deep ones due to the loud groaning sound it makes as it turns on
rusted hinges. Investigators looking to escape will be best served swimming
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Jonathan Potter (Order #33997241)
The Sins of St. Senara

for it out of the underwater entrance. For a more exciting escape attempt,
time it so the investigators free themselves from their bonds and begin to
sneak out just as they hear the groan of the secret door opening above
them. With the locals heading down and Senara and her servants stirring
behind them, they will be left with no other route but to swim for it.
The pool in the ceremonial room connects to the sea through a thir-
ty-foot long tunnel. It is unlit. A gentle swell will be rolling in from the
incoming tide. Investigators will need to dive in and swim for it. Swim
checks need not be called for unless the Keeper wishes, as the wave action
here is manageable. Investigators do need to make CON checks to be able
to hold their breath until they reach open water. Failure incurs 1D6 damage
as investigators begin to inhale sea water.
This is a dark, terrifying swim through a cave of unknown length with
death on their heels. Take care to impress this on the investigators and
take your time describing how they furiously swim and pull themselves
along the rock walls while their lungs scream for air. That being said, it
shouldn’t be fatal for them. Let your players feel their first gasp of air
as the investigators break the surface in Pendour Cove. The manor is far
above them, and the lights of Zennor can be seen in the distance. Figures
can be seen with torches around the mansion, and shouting can faintly be
heard over the wind. The sun has set, but it is not yet fully dark.

Escaping
The hybrids will be looking for the investigators. To make matters worse,
their deep one relatives are coming in from the sea tonight. Investigators
need to find their way to land and avoid search parties.
Going back to Zennor is not an option. There are two possible desti-
nations: St. Ives, or Penzance. St. Ives is closer, at five miles to the east,
while Penzance is larger, but seven miles to the south-southeast.
The escape should be a harried, wet, and miserable scramble through the
countryside. Call for Stealth checks where appropriate, as the investigators
see strange hopping forms in the dark, searching for them, or cower in the
bushes while torch wielding Zennorites pass.

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Jonathan Potter (Order #33997241)
Mr. Christian Grundel

If they’re cornered, or they fight, they might be able to overpower small


groups, but a shout or gunshot draws more pursuers. This is an opportunity
for harrowing night-time chase scenes with the investigators running for
their lives. Eventually the investigators should reach safety, perhaps just as
the first light of dawn breaks over the horizon.

Sneaking in During the Festival


Investigators waiting until the procession heads into the house at night,
then following it, find the upper levels of the mansion deserted. The secret
door to the basement is open, and murmuring can be heard below.
Stealth checks are needed as investigators creep down the stairs. Down
in the ceremonial chamber the locals are cavorting with their deep one
relatives. Senara oversees the event with unblinking majesty. Witnessing
Senara and the gathering of deep ones requires a single SAN check. Inves-
tigators who fail must roll for Sanity point loss separately for Senara and
each deep one and deep one hybrid present (Senara is 1/1D8, deep ones are
0/1D6, and deep one hybrids are 0/1D4 as one realizes what they truly
are). Investigators who cry out, or make noise due to a failed check, alert
the celebrants. The chase will be on. There will be dozens of locals and at
least ten deep ones plus Senara, making a fight a losing proposition.
If investigators are captured while trying to escape, they are shackled to
the posts in the ceremonial room, to be drowned as the tide comes in and
rises over their heads. Their remains will be consumed by Senara and the
deep ones.
If this dire situation should arise, and the investigators took the time to
speak with Father Connor, he can mount a last-minute rescue with a few
brave locals. Armed with rifles and shotguns they sneak in after the inves-
tigators and hopefully create enough of a distraction for them to escape.

CONCLUSION
Investigators who make it back to St. Ives or Penzance have access to trains
and the telegraph system. Author will not use his magic to attack them,
hoping that they will return and make him and Senara pay for their crimes.

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The Sins of St. Senara

The best course of action would be for the investigators to present their
findings to Godfrey. Although sceptical at first, he can be convinced through
the physical evidence of Veronica’s body, or the combination of Veronica’s
and Author’s journals.
Godfrey is powerful enough to put in requests to Scotland Yard. De-
tectives will be dispatched, followed shortly by a more powerful force.
Newspapers later report that a smuggling ring was broken up in Zennor, at
great cost of life.
If the Keeper wishes, the scenario can be expanded to include the au-
thorities raid on Zennor. This can see the players playing their current
investigators, or perhaps expendable bobbies or soldiers created just for the
purpose of the raid, which will likely have a high body count on both sides.
Author will not fight back in such a scenario. He will make sure that
Senara cannot escape and is killed, then turn on his attackers and implore
them to shoot him as well.

REWARDS & REPERCUSSIONS


Surviving Zennor will be its own reward for the investigators. Those who
manage to escape intact should regain 1D8 SAN. Reward an additional 1D4
SAN if the investigators managed to kill one or more deep ones.
In addition to their sanity rewards, Godfrey pays the remainder of their
fee and is happy with their work. He is a powerful ally. One that can open
doors for the investigators or lead them to getting a higher class of clientele
in the future at the Keepers discretion.

RESIDENTS OF THE NOOK


GODFREY TILLINGHAST – distraught widower and wealthy London
socialite, age 32
STR 55 CON 60 SIZ 70 INT 70 POW 65
DEX 50 APP 75 EDU 75 SAN 35 HP 13
DB: +1D4 Build: 1 Move: 7 MP: 13

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Jonathan Potter (Order #33997241)
Mr. Christian Grundel
ATTACKS
Fighting (Brawl) 40% (20/8), damage 1D3 + db
Firearms 50% (25/10), none carried.
Dodge 35% (17/7)
Armor: None
Skills: Art (Literature) 30%, Credit Rating 90%, History 45%, Law 45%, Language
(English) 75%, Language (Latin) 35%, Natural History 35%, Persuade 50%, Ride 33%.
Quote: "I may not ever understand how this happened to my wife, gentleman, but I am
capable of understanding why. I want to know why, and I want those responsible to
swing from a rope."

MOLLY SEYMOUR – Loyal Maid, Age 18


STR 40 CON 50 SIZ 45 INT 45 POW 50
DEX 65 APP 60 EDU 35 SAN 40 HP 9
DB: none. Build: 0 Move: 8 MP: 10
ATTACKS
Fighting (Brawl) 25% (12/6), damage 1D3 + db
Dodge 32% (16/6)
Armor: None
Skills: Art/Craft (Cleaning) 60%, Art/Craft (Sewing) 40%, Charm 45%, Listen 50%,
Persuade 35%.
Quote: “I was quite fond of Mrs. Veronica, really, I was Go’vner. She trusted me with her secrets.”

KLAUS SCHRIEBER – German butler, age 42


STR 65 CON 60 SIZ 65 INT 50 POW 50
DEX 55 APP 45 EDU 55 SAN 45 HP 10
DB: +1D4 Build: 1 Move: 7 MP: 10
ATTACKS
Fighting (Brawl) 50% (25/10), damage 1D3 + db
Sword 50% (25/10), not carried.
Firearms 40% (20/8), not carried.
Dodge 55% (27/11)
Armor: None
Skills: Accounting 40%, Animal Handling 50%, Arts/Crafts (Cooking) 40%, First Aid
45%, Listen 45%, Natural World 35%, Spot Hidden 55%.
Quote: ”Ms. Veronica vas a lovely woman. I am very upset that I vas not able to catch the
fellow who scared her so.”

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The Sins of St. Senara

THE EDINBURGH LEADS


GEORGE BALLARD – Compassionate Orderly
STR 85 CON 90 SIZ 90 INT 45 POW 60
DEX 50 APP 60 EDU 75 SAN 60 HP 18
DB: +1D6 Build: 2 Move: 7 MP: 12
ATTACKS
Fighting (Brawl) 71% (35/14), damage 1D3 + db
Dodge 29 (14/5)
Armor: None
Skills: Animal Handling 7%, Art/Craft (Charcoal Drawing) 79%, Biology 13%, Charm
29%, First Aid 31%, Intimidate 47%, Language (English) 53%, Language (French)
23%, Pharmacy 13%, Psychology 23%, Spot Hidden 29%, Survival 19%, Swim 23%,
Throw 29%.

NOTABLE TOWNSFOLK OF ZENNOR


FATHER ARCHIBALD CONNOR – ex-soldier and amiable vicar, Age 28
STR 60 CON 45 SIZ 55 INT 50 POW 60
DEX 50 APP 40 EDU 65 SAN 60 HP 10
DB: +1D4 Build: 1 Move: 7 MP: 12
ATTACKS
Fighting (Brawl) 45% (22/9), damage 1D3 + db
Firearms (Rifle) 50% (25/10), damage 1D8+1D6 (.440 Winchester Model 1873 lever
action carbine)
Dodge 45% (22/9)
Armor: None
Skills: Accounting 45%, First Aid 40%, History 40%, Library Use 35%, Listen 35%,
Language (English) 65%, Language (Latin) 35%, Persuade 50%.
Quote: ”I’m telling you chaps, there’s something going on in this town. I just can’t put my
finger on it.”

CARRIE HALFWIK – local widow and lush, age 59


STR 40 CON 55 SIZ 50 INT 45 POW 35
DEX 40 APP 55 EDU 35 SAN 35 HP 10
DB: none. Build: 0 Move: 5 MP: 7
ATTACKS
Fighting (Brawl) 25% (12/5) 1D3 + db

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Mr. Christian Grundel
Dodge: 20% (10/4)
Armor: None
Skills: Art/Craft (Brew Gin) 75%, Charm 30%, First Aid 40%, Hold Liquor 70%, Lan-
guage (English) 35%, Language (Cornish) 15%, Natural World 40%.
Quote: ”Hair of the dog that bit ya, that’s the cure for what ails ya, love….”

THE CULT OF ZENNOR


AUTHOR DOWELLY – deep one hybrid sorcerer, age 56
STR 65 CON 70 SIZ 60 INT 75 POW 80
DEX 60 APP 35 EDU 75 SAN 0 HP 13
DB: +1D4 Build: 1 Move: 7/7 Swimming MP: 16
ATTACKS
Fighting (Brawl) 50% (25/10) 1D3 + db, or Knife (damage 1D4+2 + db)
Dodge 35% (17/7)
Armor: None
Skills: Cthulhu Mythos 15%, Disguise 40%, History 45%, Jump 45%, Language (English)
75%, Language (Aklo) 45%, Language (Cornish) 60%, Language (Latin) 30%, Listen
50%, Occult 50%, Stealth 70%, Swim 60%.
Spells: Breath of The Deep, Contact Deep One, Create Mist of R’lyeh, Mirror of Tarkhun Atep.
Sanity Loss: 0/1D4 to see Author.

TOM BERGEN – deep one hybrid and local fisherman, age 42


STR 70 CON 65 SIZ 60 INT 45 POW 40
DEX 60 APP 35 EDU 40 SAN 0 HP 12
DB: +1D4 Build: 1 Move: 8/8 Swimming MP: 8
ATTACKS
Fighting (Brawl) 50% (25/10) 1D3 + db, or Club (damage 1D6 + db)
Dodge: 40% (20/8)
Armor: None
Skills: Craft (Fishing) 50%, Intimidate 40%, Jump 45%, Language (English) 40%, Lan-
guage (Cornish) 10%), Listen 50%, Pilot (Boat) 50%, Stealth 46%, Swim 60%.
Sanity Loss: 0/1D4 to see Tom.
Quote: ”Ya should not be sticking you’re noses in were they don’t belong!”

ST. SENARA – monstrous deep one, Queen of Zennor, age 890


STR 100 CON 130 SIZ 150 INT 85 POW 90
DEX 20 APP 20 HP 28
DB: +2D6 Build: 3 Move: 6/7 Swimming MP: 18
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Jonathan Potter (Order #33997241)
The Sins of St. Senara
ATTACKS
Fighting (Brawl) 45% (22/9) 1D6 + db
Dodge 10% (5/2)
Armor: 3-points from skin, bulk, and scales.
Spells: Call Dagon, Contact Deep One, Create Mist of R’lyeh, Wave of Oblivion.
Sanity Loss: 1/1D8 to see St. Senara.
Note: Senara is always attended on by two deep ones (the two with the lowest POW, see
nearby stat block) while in the sea caves below Dowelly Manor.

ZENNOR HYBRID – typical deep one hybrid


STR 65 CON 65 SIZ 50 INT 50 POW 50
DEX 65 APP 35 EDU 30 SAN 0 HP 11
DB: none. Build: 0 Move: 8/8 Swimming MP: 10
ATTACKS
Fighting (Brawl) 45% (22/9) 1D3 + db, or Club (damage 1d6 + db)
Dodge: 30% (15/6)
Armor: None
Skills: Jump 45%, Language (Cornish) 5%, Listen 50%, Stealth 46%, Swim 60%.
Sanity Loss: 0/1D4 to see a half breed.

A SHOAL OF DEEP ONES – typical corrupt denizen of the deep


#1 #2 #3 #4 #5 #6 #7 #8 #9 #10 #11 #12
STR 110 80 75 95 95 85 70 45 85 75 65 55
CON 45 35 35 50 50 30 60 45 45 40 50 60
SIZ 100 90 85 55 65 60 70 55 105 65 85 95
INT 55 60 75 40 70 65 80 75 65 85 75 45
POW 30 35 80 45 40 50 45 70 30 35 45 50
DEX 65 30 55 65 45 80 20 70 55 65 80 50
HP 14 12 12 10 11 9 13 10 15 10 13 15
DB +2D6 +1D6 +1D4 +1D4 +1D6 +1D4 +1D4 none +1D6 +1D4 +1D4 +1D4
Build 3 2 1 1 2 1 1 0 2 1 1 1
MP 6 7 16 9 8 10 9 14 6 7 9 10
Move* 9 8 8 9 9 10 9 9 8 9 8 8

*All have Move 10 Swimming


ATTACKS
Attacks per round: 1
Fighting (Brawl) 45% (22/9) 1D6 + db, or Spear (damage 1D8 + db)
Dodge: 25% (12/9)
Armor: 1-point of skin and scales.
Sanity Loss: 0/1D6

65
Jonathan Potter (Order #33997241)
Jonathan Potter (Order #33997241)
Jonathan Potter (Order #33997241)

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