FORAY Roleplaying Journal
This is the much anticipated continuation of the Call of Cthulhu chronicle created by Jim Comer for Viet Nam.  If you missed the earlier Tickets, you can read them first by going to the Tickets Intro Page

Tickets for a Prayer Wheel

ENDGAMES
Tying Up Loose Ends
The game is over.


The Keeper may have to integrate the investigators
back into the frame of a 90s game,
and this may take some time.

     Scott Davidson will go on to inherit money and live a life of ease.  He is a subject at the Winthrope Institute for Dream Research and later a successful businessman.  He goes on to practice magic of the Wiccan school, shunning the Norse mysticism of Schwärmer's disciples and the Mythos as well.  His At Your Door self is a very different person.  Brandt, who is also Don Luftbard, may go on the finer things or back into a mental hospital at the Keeper's discretion; it is certain that he will not go back into the Mythos.  He is rehabilitated or wounded still further, depending on whether the players completed the dream-mission or not, but his ghosts have been laid to rest.  If Schwärmer did not die in the dream, then he did not die.  He and his followers went on to spread evil and horror, infect people with diseases, eat human flesh, lose the Vietnam War, and attain government posts of high degree.  In the best of all possible worlds, Jacob Schwärmer might be content with dying well.  In the worst, he is probably a regular guest on Jennifer Armbruster's bodybuilding program, "Working out with Shub-Niggurath".  The Green Berets would be prime supporters of Full Wilderness and would be on the top of the list for visiting passes to the "preserves" that the group proposes to create, void of human artifacts.
     In Army records, the player's names may appear as men missing in action.  The Green Berets are all listed as such, unless Brandt makes it out with the players.  In a 90s campaign, these men could appear as leaders of skinhead mobs, as Aryan fascist guerrillas, as medieval re-creationists, or as senators and congressmen 

ON THE FUNGI 

          Among the most interesting creatures to come from the typewriter of H. P. Lovecraft are the Mi-Go, or Fungi from Yuggoth.  These creatures are the primary movers behind the story The Whisperer in Darkness, in which their actions come to light.  In the story we find that they visit Earth's mountains, notably the Appalachians and Himalayas, to mine exotic minerals unobtainable elsewhere.  They are said to have a vast interstellar empire of planets, dark stars, and other things, and to have come originally from outside our own space-time.  They can pass as humans by wearing disguises (a shift impossible to Great Cthulhu, for example), and often do so, though the disguise presented in the story was viable only in dim light and as long as the creature wearing it did not move.  Presumably other and more sophisticated disguises are known, and a recent Chaosium publication states that the Yuggothian population of Peru's Himalayas uses such. 
 

GOALS AND QUESTS

     There are several major subplots operating at once in this game setting.  They can be summed up in a series of questions.  Many of the questions are of variable importance, and all will never show up in a single run of this game-or at least, to handle them all would take a referee's utmost concentration

1.  Why are the bodies being mutilated?  Who's doing it? 
A. The mutilations are being performed by Tcho-Tcho cannibal cultists led by a girl whose body runs with botflies.  She bites off the parts in question, then the flies clean up the edges of the wound.  Then come the tribesmen with obsidian knives and remove meat from the arms and legs for drying and smoking.  The eyes and genitals are ritual delicacies that do not keep long.  The many mutilations are the work of about six people: they travel at Tibetan trance running speed between sites.

2.  What are the burnt corpses hiding?
A. The American commanders are burning the bodies with napalm to hide the mutilations above.  Schwärmer suggested it to the commander at  Tan Son Nhut, but the commander has forgotten this with time.

3.  Who is Jacob Schwärmer?  What is he?  Why does he do what he does? 
Can he ever be redeemed?  Who is Frank?
A.  These questions deal with the same topic.  Schwärmer is a Special Forces captain in league with the Mythos powers, driven to their service by the death of his buddy Alec Baldwin.  His followers are driven mad by repeated exposure to the Mythos while on assignment with him.  His ultimate aim is to secure the return of Alec in the body of Alec's bastard son, or, failing that, to raise Alec from his salts.  Schwärmer could return to the human point of view enough to see the evil of his ways, but is very unlikely to do so.  This could only happen if Alec returned and convinced him that his actions were wrong, or if someone proved that Alec was never coming back.  Frank is a metis, the son of a French corporal and a bar girl, adopted by Schwärmer as a personal companion.

4.  Who is meeting in the Cao-Dai Pagoda?  What does the headman fear?
A.  The people who rendezvous at the pagoda and cache drugs there are smugglers moving opium, heroin, hemp, and CTH, or hammer, south from the secret base in the Golden Triangle to South Vietnam.  The headman knows this, but is afraid that he will be punished for revealing the secrets of the kaitong Hei-Ren-Tze, or CIA secrets. He know the CIA only as the Company.

5.  Who is Louis Wu and what does he know?
A.  Louis is the son of a Tonkinese woman and a Chinese soldier.  His opium den is the last of the great Saigonese fumeurs, catering to a mixed clientele.  He knows that Patty Holeran is a dope smuggler with a base in the Triangle, and that she is a great kaitong.  He also knows just about everything about sex.

6.  What are the Tcho-Tcho or Trung-Cho?
a.  A tribe expelled from Tibet for practicing cannibalism and black magic.  Groups have settled in China, Malaysia, and Burma, and one village in Vietnam.  They are utterly abominable.  They worship Shub-Niggurath with human sacrifice, use her Milk to fertilize their fields, and plunder and eat anyone who gets near enough.  In their case genocide would be downright praiseworthy.

7.  What is happening at the mysterious mountain in Laos?
A.  The Tcho-Tchos and Nyarlathotep are producing food on the slopes because underneath lives the larval Great Old One Qaggjhaqq-Unglorh.  This being eats the human herds that are bred in the antechamber of his cave, which is actually his mouth.  The laboratory in the hill tunnels has a door that opens onto his flesh, which is the source for the arcane chemicals used to reduce a human body to its essential salts and restore it from them.  Schwärmer uses the place for his rites, and has come to initiate a new member of his band and to revive Alec.  Depending on the Keeper's whim, this may or may not be possible.

8.  What is happening at the seaside at the archaeological site?  Why do the natives fear it?  What do the Chinese carvings mean?
A.  The site is a Chinese temple erected in the 1400s by Cheng He, the Muslim eunuch who  sailed to Africa.  In Arabia, he became aware of the existence of the Necronomicon, and reproduced a copy by writing Chinese characters to represent the Arabic text and then tattooing them onto a hundred Nubian slavegirls in white ink.  The girls would not survive the return trip, so at the temple site he had them flayed and the book bound from their hides.  The natives buried the temple because it symbolized Chinese domination.  Under it is a Champa temple to the Hinduized Mythos gods of the Indian subcontinent.  Under that is a prehuman shrine.  The carvings replicate the Necronomicon in Arabic and Chinese and the Rlyeh Texts in Chinese.  They also warn of the danger that the temples guarded against: that the evil ones met at this place.

9.  What is the horrible drug called hammer?  Who makes it, and from what?  Why?
A.  The Army refined it from the hallucinogenic mushrooms of the Tcho-Tcho.  They believed that the fighting frenzy that the drug produced could be controlled.  They were wrong. 

10.  What are the dreams that investigators have?  Why do they involve the Captain? 
 A.  The dreams are Schwärmer's dreams, his happy memories of boyhood times with Alec.  The Dreamlands experiences come to those who are ready. 

11.  Who is the investigator who enters the game as an adoptee?  How can he use his unusual origin to help the player-investigators?
A.  He is a Ghoul in human form.  At maturity he starts to change, and as the game progresses he will center more and more on death and corpses.  He can enter the Dreamlands awake, a feat impossible to most.

12.  Who are the whisperers in darkness?  Why do they avoid the prehistoric monastery?  What is the stone and what does it do?  What can be done about it?
A. They are the fungi from Yuggoth.  They cannot enter the monastery because the chant of the monks would cause their bodies to explode.  The stone allows them to assume human form and breathe hot sticky air with no visible discomfort.

13.  Why did Ho visit the cannibal fortress many times?  What did he do there?  Who is the pregnant woman and what will happen to her and her child?
A.  He sought to impregnate a woman so that he could return as his own son even if the plot to cook him up from his salts should fail(as, historically, it did).  The child will rule Vietnam when he becomes aware that he is his father as well as himself.  He will be a part of the Mythos plot to take over the world by reviving the great dead.

14.  Who are the final movers behind this?  What do they want?  Who is Patty Holeran?
A.  Patty is Nyarlathotep the Crawling Chaos.  She plans to spread drug addiction, witchcraft, and AIDS throughout the world to ruin human society.  She knows that the Vietnam War, the French colonization, and the Chinese invasion were all a plot to keep Vietnam a nightmarish backwater so that the Fungi had a safe route to the sea. 
     If the game was set in the Sixties, it is over upon the return of the dreaming investigators to the prehistoric monastery in the Lao hills.  The game can simply end there and the characters be retired, never to be heard from again.  Or the Keeper can play out the trek from the mountains back through enemy territory to South Vietnam and some safety(or Thailand and less safety).  The characters may reappear in a Cthulhu Now campaign as fathers or patrons of modern characters, or even be characters themselves-who better to delve dark mysteries than those who have already fought them on the other side of the world?  In a Cthulhu 20s game, the Sixties characters would have more trouble appearing, and would likely lose some SAN just trying to adjust to being marooned in the past.  Their advanced knowledge and skills could prove useful if handled properly(bets on the Stock Exchange, anyone?) or very dangerous("What do you mean, "Free Love"?).  An especially vicious idea for Keepers who have not used Shadows of Yog-Sothoth is to have the Vietnam veterans appear as a result of Lostalus Black's conjuring during a meeting of "Look to the Future".  Black, being one and the same as Hei-Ren-Tze or Patty Holeran, might choose to let the investigators go freely.  For the dreaming 90s characters, this would be a further wrinkle. 
     The Keeper can work up a sequel set in Laos,  as this is where the action ends.  The investigators could pursue the plots of the fungi, who  are everywhere.  They could seek employment with the opium lords in the Golden Triangle.  They could fight for the Royal Lao government, the Pathet Lao, the KMT Fifth Army, the Burmese Communists, the Shan United Army, or the Muppets.  They could do whatever the Keeper lead them to do.  So far the story is written.  What happens next is up to you.  Good hunting.
Cthulhu and Christ
     Religion in Tickets for a Prayer Wheel
     H. P. Lovecraft was a devout atheist.  A childhood in the essentially post-Christian atmosphere of turn of the century New England shaped this attitude, and a life in the intellectual circles of science fiction and fantasy writers reinforced it.  Lovecraft's world was a mindless dance of molecules void of reason or plan, and humans who think otherwise get nothing but trouble.  The cosmos is indifferent to human wants and wishes, an example being the blind mindless Azathoth, the idiot god at the center of the universe.  The dominance of man of Earth was an illusion born of human ignorance; other sentient races had ruled the world before him and would rule it after.  Man was destined to become extinct and would have no effect on the course of world affairs beyond a footnote or two in the records of the Great Race of Yith.  Religion was either self-delusion, usually in the mind of and inferior human being, or was a front for the manipulations of the Great Old Ones.  The "gods" of the Dreamlands, or Great Ones, are not indifferent to human wishes, but even Randolph Carter is not able to speak to them, and they are really beings of dream in any case.  While Lovecraft is not as hostile to religion in general and Christianity in specific as his earlier contemporary Mark Twain, religion doesn't come off looking too good in his work.
     All this changes when the Mythos enters the hands of other writers.  Many after Lovecraft wrote Mythos stories, the most notable being August Derleth.  In his tales, the Mythos becomes dualistic.  Derleth, a lapsed Catholic, assumed Elder Gods of good who had fought the Cthulhoids and driven them down.  These Elder Gods are ill-defined.  The game Call of Cthulhu ignores the Elder Gods, and for good reason: Lovecraft did not invent them, and they are so poorly described that it would not be very interesting to use them.  But the mention of the Elder Gods brings up an important point.  Lovecraft's eccentric Anglo-Saxon dilettantes are the original Call of Cthulhu characters, but they are not typical Tickets characters any more than they are typical human beings.  No such people fought in the Vietnam War, and to import them or their moral framework is to grossly misrepresent war and warriors.  A mad mishmash of religious expression flavors the thirty years of the war, from the Spartan Communist piety of the VC cadres to the evangelical oddities of the Americans and the intense weirdness of the Cao Dai.  How do the varieties of human religious experience and the ways that they affect human personality, nationality, and character relate to the Cthulhu Mythos, and how do religious beliefs and practices affect human response to the Mythos?
     We can offer a simple answer.  From the researches of Phileus Sadowsky, the renowned Bulgarian occultist, we know that the Mythos was known in almost all ancient human cultures.  The name Cthulhu was known in China, Palestine, Arabia, Greenland, India, and many other places; and is mentioned in the Bible twice(in two different forms).  The major religions of the world, such as Buddhism, Judaism, Christianity, Islam, and others, begin with a ban, common to them all, on the worship of idols or of other gods.  In the past, rationalist scholars have called such commandments proof of blind ignorance or prejudice.  They ask what harm is done when prayers are offered to idols, or to other gods.  The obvious answer, to any student of the occult is that these religious laws have a very real meaning.  They existed to suppress the Mythos, whose destruction was the aim of all major human religions.  No society worthy of the name could exist unless the Cthulhu cult and its ilk were abolished, and so great religions came into existence.  The god or gods established by these faiths were of varying nature, and their existence is often doubted in a universe full of pain and suffering.  However, next to the entities of the Mythos, anything was preferable.

ONLY DREAMING.

     The dreamworld sequences for Tickets.
     These sequences are intended for the referee who wants the campaign to take on greater depth or who feels that his players would be interested by the more complete exfoliation of the plot that they offer. 
     There are three ways that the referee can include the sequences.  First, if he has no characters who are experienced dreamers, he can simply insert them as regular dreams and play them as solo runs between gaming sessions.  If some players have visited the Dreamlands of H.P. Lovecraft, the referee can use the Tickets dream sequences as openings to the Lovecraftian dreamworld.  The dreams taking place on Earth, but in the past, are actually the Captainís dreams, carried to investigators by his sorcerous powers.  These all have to do with his boyhood friend, Alec Baldwin, the loss of whom began Schwärmerís plunge to Mythos madness.  They have two uses; first, to explain the mystery if the investigators have trouble finding out what happened by other means, and second, to enable the investigators to feel more fully the tragedy that lies at the root of the Captainís evil plans.

     The Captainís Dreams
     The dreams are in no particular order, but cover a period of five years, from 1939 when the two friends met, until Baldwinís death in 1944.  They may repeat, and more than one person may have the same one, in which case the referee can compare reactions.  If Schwärmer does not yet have a favorite among the players, use their reactions to these sequences to select one. The loser will be the one who grasps the implications of the scenes most  deeply.
One: the dreamer is walking down a hall at night, in the barracks-like dorm of a military school.  The latrine is lit up, and muffled curses come from within.  The dreamer is not himself(if the dreaming character is a woman, she may voluntarily drop a point of SAN upon finding herself a male) but a smaller, younger person-the latrine mirrors show an adolescent Anglo-Saxon.  The dreamer knows that the noise is an illegal and violent hazing session.  He may turn around and go back to bed; these dreams bring knowledge but do not compel.  In the latrine, two bullies known to the dreamer's new self harass a small ninth grader, a newcomer whose English is broken and heavily accented.  The boyís face drips, and he is gasping from being held with his face in water and gut-punched.  The dreamer, if he wishes to fight the two bullies, will find that they flee after one has been hit hard.  Their victim will be incoherent to English-speakers.  Those investigators who know German will find his speech intelligible, though laced with odd idiom.  He will thank his rescuer profusely.  The faces of these two characters will be familiar to any who have seen the photo at the bottom of the Captainís trunk, but they are much younger, and the difference in height is great.  The dreamer will likely help the little guy back to his room, and will exchange a few words, the light of hero worship already burning in the smaller boyís blue eyes.  He will tell the dreamer that his name is Jakob Franz Schwärmer.
Two.  The dreamer stands in a doorway in a creaking old house.  He looks into a room with high windows, a dresser and desk, and a bed where a blond boy with a crewcut lies tossing and turning.  Rain and cold wind lash the house.  The desk holds a framed picture of a stout pretty woman no longer young, in a dress that ignores the 1930s fashions, and a letter in a language that resembles German, and is actually Flemish.  The dressers holds sheets folded with lavender, and winter blankets; on top are a comb, brush, and other grooming articles laid out with precision.  The suitcase on the floor contains clothes that look as if they would fit the boy lying in bed, and awards from a summer camp run by something called the Amerika-Deutscher Volksbund. If awakened, he will not be fully aware. If ignored, he will get up, mumbling in Flemish to himself, and will walk out the door of the room in bare feet and pajamas, tugging a blanket after him.  He is at best half awake.  He will go down the hall to another bedroom, much larger.  Here the bookcases are full of childrenís books, classics, and reference works.  The walls are full of ship models, hunting prints, and such.  In a four-poster bed, another boy sleeps peacefully.  The insomniac will walk over to the empty side, crawl in, and fall asleep.  The referee should run this scene very carefully, as itís difficult to convey the emotions involved.  The suggestion might be made to the players, through their characterís memories of childhood, expressed as a successful Idea roll, that the insomniac has always been so.  Many sleepless children are indulgently allowed to crawl in bed with their parents, or with a sibling.  This might be whatís happening here.  (In fact, it is exactly what was happening, but was not all that it led to.)
    The faces are those of Schwärmer and Baldwin, of course, but younger than in the pictures.  An investigator who already knows of their intimacy will realize that this was the first night that they spent together. 
Three.  The dreamer finds himself walking down a street in muggy heat. He is not himself.  He wears a gray uniform and marches precisely.  The air is full of magnolia and gardenia scent; itís early fall.  A few automobiles roll by.  The marching man turns into the dooryard of an old Episcopal church, and sees his own reflection in the windows.  It is the face from the graduation picture and no other.  Then he sees the freshly turned grave, still lacking a marker, and awakens. A player who understands fully now may wish to drop SAN, but this isnít really necessary.
NASTY SURPRISES TABLE, D30
(Heh-heh-heh!)
1 Large spider
2 Large cockroach, 2D6, able to fly about and buzz loudly, but not deadly
3 Biting ants.  Take 1pt damage from bites
4 Scorpion. Make luck roll to avoid being stung.  Then make Con rolls to avoid loss of 1 hit point from poison each hr until death or until injection with antivenin
5 Snake, not dangerous
6 Snake, lucky species idolized by Viet, will anger them if killed
7 Snake, poisonous, as scorpion but each minute
8 Snake, 1D6
9 Snake, D%
10 VC bomb, will explode if touched, disguised as random object
11 Ticking bomb, explodes in a few minutes
12 Bomb that will explode if hit or dropped
13 Gas grenade, nerve gas
14 Gas grenade, mustard gas
15 Gas grenade, tear gas(even VC have their off days)
16 Bag of rice, normal in all ways
17 Bag of rice, with  any of the above buried in it
18 Crock of stinking rotten tofu, can be sold to Viets as delicacy
19 Insect that carries dysentery
20 Insect that carries malaria
21 Insect that carries yellow fever
22 Weird ritual object(make Idea roll to recognize any Mythos significance)
23 Hornets, as ants but can fly
24 Icky worms. Wash your hands before you eat or catch a tropical disease!
25 Leeches
26-30 Referee's Choice
 
 Tahoe Larn, PTY.
P. 13 Trothy Lane , North Platey, Ca.

July 4, 1991
Dear Sirs,
 I am a Veteran of the Vietnamese Conflict. Recently, as you may be aware, Vietnam began welcoming visitors from the U.S. as tourists. Although Vietnam was the scene of much suffering for me, I can not but wish to return to a land so beautiful and strange ó I am drawn to that county as a moth to a flame.
 Because I am personly convinced that forces other then the purly worldly were at play in Southeast Asia, and still are, I seek the services of Spiritual Investigators. Your names were recommended by an associate, Laren Patothy, who read of your earlier work.
 I wish you to accompany me to Vietnam. I offer expenses and a fee of $1000.00. We will take AIR CANADA to Toronto on the 11th , then to Honolulu, Krungthep and Ho Chi Miinh City. We will have a tour of 9 days, during which I expect, no I fear, some paranormal incursion. You and Your Associates are to maintain a watch for any threat, both physical and metaphysical, and take active measures against them.
Sincerely,
Don Luftbard

THE END



All Material is © Conrad Hubbard.
References to products created by White Wolf or other 
companies are not challenges to their copyrights

Conrad Hubbard, Editor