Within and Without Keeper information The murderer is a toymaker named name d Derrick Cooper, Derrick is a slightly deranged man who has always had a childlike fascination with everything and never seems to lose his wonder about the world. This has only become worse and a strange type of insanity has begun to take hold of man who has stumbled across strange blueprints for a magical box t hat lets him teleport to its location (See the vanish spell). He uncovered this spell while going through the possessions of his dead father upon finding a page from the Revelations of Glaaki (Volume IX). His mind was completely shattered when he first used the spell and now he is trying to summon “The Cog of Creation” (See summoning of Daoloth), a cr eature mentioned on the page, for no other reason than he is curious. c urious. To accomplish this he needs the rest of the Revelations of Glaaki (Volume IX), and a ritual dagger.
Murder at the House About Professor Roberts About the box
The box is medium sized rectangle of copper and bronze painted gold with an incredibly complex and intricate set of pieces and parts. Each side of the lid has a different lock that is both a test of wit, dexterity and sanity. To open one side an investigator needs to make an INT x 4 roll, in addition each time an investigator attempts to open a box they must loss 0/1 Sanity. If fo rce is used to open the box the box it has a STR of 8 and needs a success on the resistance table, if opened this w ay the box explodes in a shower of gears and clockwork and the contents are damaged partially or totally. The box’s inside is composed of dozens of strange, non-Euclidean and otherworldly symbols and lines that make the boxes insides appear to expand and contract randomly. If empty a succe ssful spot hidden test can show that there is a small hidden compartment at the bottom of t he box. This compartment is easy to open and contains several strips of skins, drops of blood, platinum blond hair, and nail clippings these belong to Derrick and are part of the boxes magic. If disassembled with a successful Mechanical Repair roll it is r evealed that the space between the walls of the box are filled with w ith clockwork components that’s complexity should make them useless. A professional opinion, a successful Mechanical Repair or a successful Craft roll will reveal t hat whoever made this has a deep knowledge of e ngineering and a good supply of materials. This is probably related to the person’s job or hobby.
Murder at the Asylum
At a time convenient to the keeper Derrick will come into problems translating the Revelations and will seek help from an old friend of his. Derrick once spent a month in Arkham Asylum after having a slight fit in the middle of a bank worrying people he might be a robber. Rather than arrest him he was sent to the Asylum to recuperate, there he met Edgar Cooper a totally insane if harmless man who’s had encounters with the mythos before. (If possible feel free to change Edgar to an NPC the investigators know who has gone insane.) Derrick will mail the Asylum one of his boxes to be delivered to Edgar, since
Edgar has never endangered himself or o thers he is able to keep the box. In the middle of the night Derrick teleports into Edgars room and demands help with translation of several phrases in the book which he has written down and hidden in the box, Edgar reluctantly helps him before Derrick murders him and places bits of his brain and face in the box. Edgars death screams alert a Guard Tommy who comes to his aid. This surprises Derrick who vanishes as soon as the guard enters leaving behind his notes (see player hand out #?), the guard gets a decent look at him but is shocked by his disappearance and is hesitant to believe that Derrick was there. Tommy won’t tell anyone he thought he saw a man for fear of being called crazy, but if the investigators can persuade him to he will give an exact description of Derrick.
Murder at the Museum At a time convenient to the keeper Derrick will realize that he needs an ancient Pre-historic knife to commit a ritual sacrifice Summoning of Daoloth Due to fluid nature of this scenarios timeline this eve nt can take days or months after the first murder but it should be saved until the investigator are prepared to deal with Derrick. The ritual will take place in Derricks house in his basement where he will try and sacrifice his Neighbor. The house is a small building just west of the University District, a single story house with two bedrooms, a kitc hen a living room and a one room basement. There is nothing suspicious about the house unless Derrick is preforming the ritual in which case a Listen roll will cause the investigators to hear someone in the basement. In the basement Derrick has created a small shine decorated with thousands of c lockwork contraptions each clicking and whirling obscene occult tunes or dancing in symbolic patterns. On the day of the ritual Derrick will slowly begin consuming various machines and cutting up his flesh with the ritual dagger in order to insert various contraptions into his skin as part of the ritual. This will cause him to change into the Engine of Eternity an avatar of Daoloth
NPC’s DERRICK COOPER, Gleeful Toymaker STR: 11 CON: 11 SIZ: 11 INT: 16 DEX: 16 APP: 12 EDU: 16 SAN: 0
POW: 13 HP: 11/11
Magic Points: 11/11 Damage Bonus: n/a Weapons: Fist/Punch 50%, Damage 1D3 + db Kick 25%. Damage 1D4 + db Sacrificial Dagger 50%. Damage 1d6+db Spells: Vanish, Summon/Dismiss Daoloth Skills: Craft (toys): 85%, Craft (Vanish Box): 75%, Mech. Repair: 75%, Conceal: 50%, Fidget: 70%
EDGAR COOPER, Harmless Madman STR: 10 CON: 10 SIZ: 12 INT: 12
POW: 15 HP: 11/11
DEX: 13 APP: 11 EDU: 13 SAN: 0 Damage Bonus: n/a Weapons: Fist/Punch 50%, Damage 1D3 + db Kick 25%. Damage 1D4 + db Skills: Cthulhu Mythos: 65%, Babble Occult Nonsense: 85%, EDGAR COOPER, Harmless Madman
STR: 10 CON: 10 SIZ: 12 INT: 12 POW: 15 DEX: 13 APP: 11 EDU: 13 SAN: 0 HP: 11/11 Damage Bonus: n/a Weapons: Fist/Punch 50%, Damage 1D3 + db Kick 25%. Damage 1D4 + db Skills: Cthulhu Mythos: 65%, Babble Occult Nonsense: 85%, PROFESSOR GILLIGAN ROBERTS, Poor Old Man STR: 10 CON: 10 SIZ: 11 INT: 16 POW: 16
DEX: 14 APP: 13 EDU: 13 SAN: 65 HP: 11/11 Damage Bonus: n/a Weapons: Fist/Punch 50%, Damage 1D3 + db Kick 25%. Damage 1D4 + db Skills: Cthulhu Mythos: 15%, Library Use: 65% GUARD TOMMY, Worried Warden STR: 15 CON: 13 SIZ: 13 INT: 11
POW: 10 HP: 13/31
DEX: 12 APP: 11 EDU: 9 SAN: 50 Damage Bonus: n/a Weapons: Fist/Punch 50%, Damage 1D3 + db Kick 25%. Damage 1D4 + db Skills: Grapple: 85%,