In a cold New England town, a dark and ancient evil is stirring. The sinister chants of misguided humans seeking forbidden knowledge have awakened an intelligence from the time before time. Certain townsfolk who remember their little community’s mysterious past suspect that something from another world is whispering dark secrets into the ear of the local librarian. It brings the attention from those who have made it their lives’ work to investigate these intrusions into the material world. Favors are called in, contacts made, help is sought, and then several new strangers arrive in town, seeking clues to unravel the hold the dark and ancient evil has on the town.
What’s a dark and ancient evil to do?
The seed: One thing I often wonder about investigative Cthulhu games is this: What does this adventure look like from the monster’s point of view? Of course, part of the genre is that the monsters are unfathomable mysteries that have desires and motivations beyond anything mere humans can understand. But the evil things that lurk in the darkness of investigative horror must at some point be aware of the investigators, and some of the things monsters do in horror games, well, you just have to wonder: Are they just fucking with the humans?
So, while I don’t really have the inclination to stat up the adventure, I offer it as an idea for those who enjoy a light-hearted romp into unimaginable horror. It would make a fun one-shot for a group that might have had too much investigation in their games lately (or simply too much to drink one night). If this were to be played as a convention game, the GM could reward players (as monster PCs) for making the investigators work harder unnecessarily. Extra points for driving an investigator so insane he kills another investigator. There could be lots of ways you could play it out.
I offer this game adventure concept to you free of charge, a gift from Rule Zero to you.