TICKETS FOR A
PRAYER WHEEL
SECOND TICKET
Patrolling the Earth
A jungle patrol including the players, is sent to set up a three-man
listening post in the mountains west of Hué near the northernmost
terminus of the Ho Chi Minh Trail in South Vietnam. The area in question
has been cleared of its montagnard natives by the US Special Forces and
presently has no human inhabitants. The patrol bivouacs in a remote
mountain area. The night watch characters see and hear nothing save
perhaps a scuffling in the bushes nearby. The characters wake to
the sickening sight of a number of men whose bodies are missing eyes and
genitals, removed with surgical precision. They appear to have bled
to death silently. (Sanity checks will be mandatory here, as per the rules.)
Any electrical devices will have stopped running during the period in question,
including a radio; the effect is similar to that of EMP.
The missing parts were removed by cultists of the Mi Go, or Fungi from
Yuggoth. They are responsible for similar mutilations in North America.
The organs are necessary for the cultists to summon the fungi to aid them;
or so the cultists think. In actuality, the human cultists are the pawns
of the fungi, who institute mutilation and horrible acts to ensure that
their worshippers can never again be accepted by human society at large.
They must work to make themselves look innocent, though, and the mutilations
of cattle in America and of humans in Vietnam act as a psychological bond
between the worshippers and the fungi. The initiate, having done
the deed, can not go back on his oath of loyalty to the cult. To
do so would be to admit that he or she had committed a crime. In
Vietnamese society, such acts transfer Confucian loyalty from parents and
elders to leaders in the Cult. Ho's ability to transfer loyalty from
traditional authorities to himself was the main reason for his success
as a revolutionary leader.
If the players Spot Hidden and Track immediately after finding the bodies,
they discover a naked Viet child, about eight years old, body covered with
filth and head and shoulders crawling with huge blue flies. The child's
mouth, should the head and face be exposed, is full of human eyes--this
requires a SAN check also. Her teeth are filed, the only ornament on her
and a sure clue that she is a Tcho-Tcho. The patrol of cultists that
follows to carry the severed muscle tissue will be spotted only if the
players make a series of critical successes, and move at incredible speed.
The action begins in earnest as the investigators move to a remote hilltop
firebase near the border between Vietnam and Laos, and near the tribal
boundary that separates the peaceful Pacoh from the Phoung. In between
are the Trung-Cho or Tcho-Tcho, about which the less said the better.
A jungle patrol in the empty land between ends when characters awaken to
find mutilated corpses littering the campsite-eyes chewed out with superhuman
precision. Quick work may catch the culprit, whose nature will boggle
the mind.
THE ASSIGNMENT
The sergeant gets orders to take the investigators' squad out for a
mission. The helicopter will drop them near the Lao border.
They will sweep west for three days, avoiding known VC routes, until they
reach a spot overlooking the Ho Chi Minh Trail as it enters South Vietnam.
There they are to set up a listening post and return to a pickup zone south
of the area. Three referee's characters are sent along for the extra
firepower and to man the post if there are not enough players(eight) to
make a whole squad.
The problem with this assignment is that the investigators are in an
area that Schwärmer had promised the Tcho-Tchos no humans would disturb.
The Pacoh, the original montagnard inhabitants, have fled south.
The cannibal cultists scout this area for meat, and the investigators are
trailed by a hunting pack.
THE FIRST DAY
The helicopter flight is eventful. Wild Bill the Mannequin-Fucker,
their pilot, seems to be writing his name in the air with the Huey. He
plays loud rock music-we suggest the Small Faces or Iron Butterfly.
He eventually lets the squad out on a clear hillside with the remains of
log buildings. He wishes them good luck and adds that Hortense does
too. The investigators may feel good if they've forgotten that "Hortense"
is the mannequin glued to the front of the chopper. The hillside
is a ruined Pacoh village, with a few small personal items(plastic rings,
broken cooking pots, rags of the hand-woven montagnard cloth) and endless
waste and potsherds. There is nothing interesting, but try to delay
the players. Delay and suspense are essential.
They march off west-northwest into the jungle. It is clear and
open at this altitude. There are many wild animals-deer, pigs, monkeys,
and endless birds screeching in the trees. They go over streams in
flood from the monsoon-make DEXx 5 rolls to avoid slipping and falling
into cold water. There are bugs and mosquitoes everywhere.
Using mosquito repellent helps. Otherwise roll Luck. Losers
lose 1 pt of damage from mosquito bites and the resultant scratching and
welts. A truly fiendish Keeper may introduce mosquitoes with Lassa
Fever or HIV from the eighth Tickets, but there's no need.
Night comes soon. Let the players role-play the squabbles over
who sleeps where and who stands watch. Make them tell
you where everyone is sleeping in the campsite and where the watchmen are.
There is no sign of danger as the players go to sleep.
This changes. As the night wears on, have watchmen make CONx5
rolls to stay awake. The insects stop making noises, and radios and
electrical devices stop. Watches run backward. If they fail,
they fall asleep-maybe you can give them a dream here. They wake
to find a buddy dead, his eyes and genitals removed with more than surgical
precision. The radio works again; as does everything else.
Everyone looking at the body needs a SAN check for "be surprised by horribly
mangled corpse." If there are enough players that there were no referee's
characters present, then choose an investigator for the honor. Let
the player return as another character, of course; a new trooper just rotated
in is ideal, in the next ticket. If the man who died was a player
character, any who knew him from the first ticket also lose SAN for "see
good friend or close relative die". Not too many investigators should
go insane from this, as it is early yet in the game. Enough should
by the end of this ticket that the players fear what they face.
The second day and night are like the first. The investigators
may try to use chemicals to stay awake. There is a problem with this.
Coffee keeps them awake, but if they drink enough to keep them awake after
a whole day of marching over mountains, then they run the risk of amphetamine
psychosis. For every three(or so) cups or every dose of stimulants
used, make a CONx 5 roll. Every repeat of the dosage means another
roll, perhaps with a lowered multiplier. If the investigator fails
the roll, he loses ID3 SAN. Sleep will restore 2 SAN per hour of
sleep, but sleep can restore only SAN lost through amphetamine psychosis,
not SAN lost to Cthulhu Mythos entities. When everyone is asleep,
the murder and mutilation will begin again.
The first time someone gets killed, give the investigators a chance
to find the fly girl. If they Spot Hidden and Track successfully,
they see her fleeing at the speed of a bicycle through the jungle.
If either alone succeeds, they find her track but not her. A critical
Spot Hidden also sees her. They can try to chase her. She will
slow to let them stay in sight of her until she has lured a few investigators
far from their patrol, whereupon she will flash past them and leave them
to the Tcho-Tcho cannibal cultists. These will attack only when they
outnumber the investigators two or more to one, and there are only five
of them. They have knives of black glass and spears with metal points.
They are under the influence of shzor-shong, the psychedelic mushroom described
below, which they swallow as soon as the girl alerts them to the need for
battle. They will fight madly until all are killed. It would
be better not to let the investigators find the cultists on the first night.
If the girl is killed, the cultists will send her brother after the
investigators. If he too is killed, the cultists step in to do the
dirty work themselves. Let the person attacked and the sleeping watchstander
each get a POW x1roll to notice the cultists. Although trained in
silent maneuver all their lives, they are no match for the girl and her
brother.
If the girl or boy are taken prisoner, they will never speak.
Their sanity is long gone and they are tools of the evil plot. Shock
therapy or some kind of esoteric drug treatment might make them able to
speak and interact, but there is no time for such activity. Witchcraft
or crystal healing may also help, but such matters are really outside the
scope of this adventure. The Keeper may do as he pleases. The
boy and girl know nothing. They are Tcho-Tchos, raised in a backwater
mountain village, and relentlessly warped to serve the ends of the cannibal
cult.
OUT OF THE JUNGLE
The investigators may call for MedEvac at some point. If the Keeper
decides that the players have had enough, there is an LZ area nearby-or
an area that a little blasting will flatten. They go back to base.
If not, then the radio does not work, or the metallic voices of the fungi
answer. When the listening post is finally established, they will
take it over anyway. If the players call for MedEvac, the fungi may
interfere with the communications again and drop napalm. The Keeper
should tailor the end of this to the amount of resources left in the squad.
A napalm attack when most of the party are already dead or insane serves
no purpose. On the other hand, if the investigators have taken care
of the botfly kids and their cultists, then a little interference might
be just the thing. Make sure to heighten dread as much as possible,
without making the game into a frustrating mouse maze.
Eventually they return to the firebase. If the players have been
stupid or reckless, many will be dead or insane. This is not the
reason for this ticket, and the Keeper doesn't have to kill most of the
squad to make his point. The reason for the ticket is to introduce
the investigators to the horrors and give them a chance to fight back.
If the Keeper wishes to award SAN here, the defeat of the botfly kids is
worth 1D6 SAN, the cultists 2 SAN each.
Character Construction for Vietnamese
Locals
TYPICAL VIETNAMESE
SIZ is rolled on 1D6+4; EDU on 3D6, POW is 2D6+6. Peasants have
EDU of 2D4, while the upper classes roll EDU on 3D6. All Vietnamese
get Speak Vietnamese free, and Read/Write it at base chance(EDUx5).
They get Vietnam skill at INTx5 or EDUx%, whichever is higher. They
must buy Speak English at full price, as well as French and Chinese, the
two most commonly spoken foreign languages. A character from
a minority gets his native tongue free too. Nungs and metis characters
roll SIZ as 2D6+6, as Europeans do.
Skills per Profession
Vietnamese Soldier(ARVN)
Camouflage
Climb
Fast Talk
Electrical Repair
First Aid
Hide
Listen
Operate Heavy Machinery
Speak English
Spot Hidden
Sneak
Rifle Attack
VC (Viet Cong)
Camouflage
Climb
First Aid
Hide
Track
Listen
Spot Hidden
Sneak
Any Attack
Martial Arts
Dodge
Singsong Girl
Bargain
Credit Rating
Fast Talk
Speak English
Massage
Pharmacy
Psychoanalysis
Sing
Montagnard Tribesman
Climb
Crossbow Attack
Dodge
Hide
Jump
Listen
Occult
Oratory
Sneak
Spot Hidden
Swim
Throw
Track
Pharmacy
Rifle Attack
Entertainer (USO-type)
Bargain
Credit Rating
Drive Automobile
Fast Talk
Oratory
Photography
Psychology
Psychoanalysis
Sing
Play Instrument
Other likely occupations, especially for new investigators, are Journalist,
Missionary, Doctor, Clergy, and of course Soldier. Most of the investigators
should be the last named, although interesting games could be had with
the others.
COVER-UP
If
the Keeper thinks that the investigators are covering too much
ground too soon, he can always take advantage of the fact that
Schwärmer is watching them. The investigators , especially
the reporter, can be called on the carpet and threatened with
military discipline, if soldiers, or expulsion from the warzone,
if civilians such as the reporter or a nurse. The officer
who cautions them will not be Schwärmer unless the referee
deems it necessary to use him. Pernell would do as well,
although he would act with his usual vague, inattentive manner.
Mr. Shiny might reprimand the players, if he's around.
ALBERT SHINY, WAR HERO
It is apparent that the redoubtable Mr. Shiny had a long and various
career before he comes to work for Rothmersholm in the 1990s. He
has been a Sumerian godking, an Arab prophet, and a Chinese mandarin, and
in Tickets he will dust off his long-unused commission in the Iraqi army
and do his part to fight Communism. He can appear at any time; use
him to his best advantage.
Shiny will tell the players that the Iraqi government sent him to fight
Communism. The aware player will recognize at some point that Iraq,
dominated in 1969 by the Baath socialist party, had no more interest in
fighting the Vietnam war than it had in damming the Pacific. Shiny
does not know this, ignorant as he is of many things human. Allow
his accent to thicken as he tried to lie his way out of this one.
If the players allow him to collect the thoughts scattered through his
brain tissue, he will say that it is his duty as a free man and a Muslim
to fight Communism. This flimsy fib will be the total of his cleverness
for that talk, and he will return to whatever topic he is currently attacking.
He may bring his friend Mr. Squishy along.
MR. SQUISHY
The Mythos is full of strange things. Shiny is one; his companion
Mr. Squishy is another. Squishy appears as an Oriental in bulky clothing.
Outdoors, his face is heavily smeared with sunscreen. Indoors, it
is covered with exotic makeup, or even "mud pack" facial creme. Squishy
speaks English slowly and with a slight hissing speech impediment.
He poses as a colonel in the Japanese Air Force. He has good reason
to wish to hide his face. It's a mask. He is a fungus from
Yuggoth, expertly assuming human shape. He has stopped at the cannibal
fortress and drawn power from the mystic stone to alter his form.
Squishy will aver that his government has sent him to learn how to fight
Communism in Asia. Investigators doubting that Vietnam is the place
to do this will meet with his disdain. Democracy is always right.
Did not the Japanese Emperor himself say so?
Squishy avoids conflict, combat, or confrontation. He is unwilling
to push his disguise.
STATISTICS
Colonel Albert Shiny, Iraqi National Army
STR 18 DEX 17 INT 13
CON 14 APP 9 POW 18
SIZ 18 SAN 0 EDU 20
HP 16
Move 10
Damage Bonus 1D6
Crush 100%,2D6, Rhino Fist 2D3+2D6
Spell: Dominate
Skills: Arabic 20%, Archaeology 10%, Bargain 15%, Biology 65%, Chemistry
25%, Choose Tasty Victim 90%, Climb 75%, Credit Rating 45%, Cthulhu Mythos
12%, Demotic Egyptian 10%, Elder Thing 65%, Electrical Repair 10%, Electronics
10%(early period only), English 60%, Hide 90%, History 35%, Law 10%, Library
Use 35%, Listen 75%, Military 1%, Oratory 30%, Physics 20%, Psychology
15%, Sneak 70%, Spanish 30%, Sumerian 5%, Track 75%
Mr. Squishy ("Colonel Tetsu Yakitori")
STR 10 DEX 14 INT 16
CON 11 APP 7 POW 13
SIZ 10 SAN 0 EDU 40,000
HP 11
Skills: English 70%, Vietnamese 80%, Chinese 50%, Japanese 15%, Cthuhlu
Mythos 20%, Pistol 10%, Mining 10%
Spells: Call Elder Thing, Voorish Sign, Dread Curse of Azathoth,
Contact Nyarlathotep
The Botfly Girl
STR 7 DEX 19 INT 11
CON 16 APP 5 POW 18
SIZ 5 SAN 0 EDU 0
HP 10
Sneak 95%, Camouflage 75%, Dodge 75%, Climb 50%, Hide 85%, Jump 45%,
Listen 60%, Spot Hidden 75%, Track 90%
Move 12
Bite 80% She will attack a waking target only in utter desperation.
Her brother's statistics are just like hers.
TICKETS INTRO PAGE
All Material is ©
Conrad Hubbard.
References to products created by
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Conrad Hubbard, Editor
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