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Maze of Madness
The Maze of Madness
www.quillmaster.co.uk
Copyright © Geoff Cordery 2004
A Gothic Horror Adventure
Written by
Geoff Cordery
Illustration on page 17 Copyright © David Conyers 2004
Plot, layout and other artwork Copyright © Geoff Cordery 2004
www.quillmaster.co.uk
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The Maze of Madness
www.quillmaster.co.uk
Copyright © Geoff Cordery 2004
The Maze of Madness
Introduction
This scenario is set in 1925 and has a general theme of Gothic Horror,
originally intended for the “Call of Cthulhu” role playing game. Please note
that this is intended for mature players, and that it is not my intention to
encourage interest in anything pertaining to black magic. The game is for
entertainment purposes only. If you think you may find the contents of
this scenario disturbing, then stop reading now.
In order to increase the mood and feeling of player involvement, the
scenario refers to some real events, people, and places. It is important to
note that such references are purely for gaming purposes and were
derived purely from my imagination. One should also note that liberties
have been taken to develop the story. For example, it is not known as to
whether or not the engineer who designed the Eiffel Tower actually had a
daughter. Where historical inaccuracies may be present, it is down to the
individual referee to remind players that this is only a game. Information
known to be true has been italicised so that you can point it out to the
players if you so wish. This can help add to the spooky atmosphere at times.
Statistics have deliberately been held back to make the scenario as generic
as possible. As the scenario was originally intended for use with “Call of
Cthulhu” , it makes reference to existing material written for the game.
Such references are not essential however. A good referee should get by
without them, although they will make your life easier.
The very nature of the scenario requires a good referee who can ad lib
when necessary. It is highly recommended that the entire scenario be read
before running the game. Notes on how I ran certain elements are
provided to give an idea of game flow.
Here follows a basic outline of the plot, intended for the eyes of the referee
only.
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The Maze of Madness
www.quillmaster.co.uk
Copyright © Geoff Cordery 2004
Basic Plot
In 1921, a British psychiatrist by the name of Frederick Baiter performs
experiments to investigate the psychological make up of the emotion of
fear, in an attempt to understand various cases of phobia that he is dealing
with. For a while he receives grants to aid in his studies, and uses the
money to condition animals to experience fear when certain sounds or
imagery are displayed.
By 1923, he notes that the programmed images and sounds induce fear
regardless of whether or not the real reason for the fear exists. At the same
time, when the associated imagery is not present, the animals appear
better able to cope with the mistreatment he puts them through. He
decides to transfer his experiments to one of his patients. For this purpose,
he chooses one of his newest patients, a man by the name of Geoff
Harrison, who is suffering from the worst case of claustrophobia Baiter has
ever seen. At the same time, Baiter receives a new assistant in the form of
Douglas Cole.
Unknown to Baiter, Cole is in fact a member of a secret sect that is
responsible for making Harrison insane, and arrives at the Asylum with the
intention of making sure Harrison remains insane, or, failing this, meet an
untimely end.
Baiter creates a number of cubicles with moveable walls capable of
shrinking, and only has the room shrink when Harrison is shown an image
of a maze. Over a period of several months, Harrison associates his
claustrophobia with the image implanted, and begins to show remarkable
improvement once the shrinking room sessions have ceased. He no
longer screams in his cell at night, and is considered cured of his
claustrophobia.
When Cole discovers Baiters' fear experiments, he deliberately shows
Harrison the image he has been programmed with, causing him to have a
complete mental breakdown followed by a massive heart attack. When
Baiter discovers the body, he confronts Cole, and Cole kills him, framing
the now dead patient, claiming that Harrison went mad and suffered a
heart attack after having murdered Dr Baiter. The Asylum is closed down
shortly afterward.
Recognising the potential of Baiters' experiments, Cole informs his sect of
the results, who decide to recreate the experiments for the purpose of
brainwashing enemies of the cult so that they may be killed via "natural"
means at a later date to avoid suspicion. To aid in this purpose, the
Asylum is bought and set up as a health farm with Cole in charge.
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The Maze of Madness
www.quillmaster.co.uk
Copyright © Geoff Cordery 2004
At around this time the cult discovers something very interesting
regarding the Eiffel Tower:
In 1882, Alexandre Gustav Eiffel, designer of the Eiffel Tower, stumbles
across an ancient manuscript allegedly showing an area of Paris as it was
before man roamed the Earth, back in the time of the "Old Ones".
The map reveals France to have been mountainous, and also reveals the
location of a portal used by the "Old Ones" to travel from their world and
populate the Earth. The portal was situated at a level of 900 feet
The manuscript went on to describe the fact
that only a third of the "Old Ones" managed to get through, before being
forced to retreat to Antartica and abandon the gate.
The revelations that the Cthulhloid manuscript revealed to Alexandre duly
made him insane, to the point that, when approached by the Parisian
government and commissioned to create a landmark for Paris, he
considered creating a tower in the estimated location of the old gateway,
tall enough to reach the same height as the portal described within the
manuscript.
Alexandre became more insane during the construction, and decided that
the tower should be more significant for its' purpose. As it was known to
him that only a third of the "Old Ones" had managed to use the ancient
portal, and that their description implied that they were Devils, he decided
to incorporate a third of the Devils' number (being 666) into the design.
The cult is due to attempt opening the portal soon on top of the Eiffel
Tower to allow the Earth to be re-populated by the "Old Ones". All
members of society who are seen as a threat to the opening ceremony are
given free invites to the health farm, where they are subjected to image
implantation associated with the fear they are subjected to. This is done
with a specially constructed maze in the cellar of the health farm, where a
lesser Demon is housed to terrorise the occupants. Image association
used is a simple line drawing of a maze. Health farm "patients" are then
brainwashed to forget the experience and released, believing themselves
to have enjoyed a normal health farm experience. Weight loss suffered
due to stress experienced helps substantiate this.
By 1925 (present day), the cult begins to post the maze pictures to induce
heart attacks in all health farm visitors in order that nothing stands in the
way of the portal opening ceremony. One of the victims of the Maze is a
friend of the players, which is where our adventure begins.
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The Maze of Madness
www.quillmaster.co.uk
Copyright © Geoff Cordery 2004
Player Intro
The game starts in central Washington U.S.A. in 1925 and should suit
almost any character. Player characters know one another through being
at Dunbar High School together, and will meet again after one of their old
school chums, Frank Walters, invites them all for a reunion, meeting them
all outside their old school, then driving them in his car to his house in
Virginia Avenue, pointing out his place of work along the way (The
Washington Daily News), where he works as a photographer. Once home,
he will treat the players to a grand meal, during which the players may
reminisce and talk about their lives in general.
This is an excellent opportunity for the players to familiarise themselves
with one anothers' characters. Have them role play talking about their old
school days, and discuss how they've got on in the world, describing their
jobs and interests - What do they do now? Are they single? Where do they
work? What are their hobbies? Do they consider themselves good at what
they do etc.
After the meal is over, Frank will give the players a guided tour of his house.
It would appear that he is doing rather well for himself, and becomes
evident that he is something of a ladies man. Eventually, the tour leads to
the cellar where he has his own darkroom set up. Many pictures line the
walls, consisting of the White House, the Eiffel Tower, a grand mansion,
and of course, women! If asked, he smiles and relates
stories to them. The White House was taken as part of
some story for the paper, and caused much difficulty in
getting the exposure right. The women are mostly
previous lovers. The picture of the Eiffel Tower was
taken in 1921 when he went to France on holiday. While
there he acquired some rare antique silver which he
collects for investment purposes from an auction which
took place at a police station, where unclaimed stolen
goods were on offer. He gained many bargains while
there, although (he laughs at this point) he was burgled
roughly a month later. If inquires are made into what
was stolen, he will state that apart from a few bits of
silver, it was mainly just a pile of old illustrations that
came as part of a job lot which were of no interest to him anyway. As for
the picture of the mansion, it is a health farm he attended in England,
which, he recalls, was very successful in making him lose weight. He
highly recommends the place. If asked, he recalls it being near Dover, and
run by a Doctor Cole.
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