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COPYRIGHT INFORMATION

The Lurker in the Library is a dinner party mystery game inspired by the horror stories of
H. P. Lovecraft. The script was written by Brian Humphreys; you can see more of Brian's
work or purchase a ready-to-play version of The Lurker in the Library at
games.brianhumphreys.com.

This work is licensed under the terms of a Creative Commons Attribution-


NonCommercial 4.0 International license. This means that you are free to distribute this
work and any derivative works as long as you do not sell them and include this
copyright information in some visible place. Visit creativecommons.org/licenses/by-
nc/4.0/ to see the entire license.

Thank you, and enjoy!


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The Lurker in the Library is designed for 8 players. Each player takes on the role of one
of the following characters:

Isabella Bishop, the Librarian


Harold Gogia, the Professor
Luther Freeman, the Politician
Franklin Orville, the Architect
Elizabeth Blaine, the Philanthropist
Howard Phillips, the Reporter
Samantha Clemson, the Inventor
Christine Westwood, the Administrator

The players have gathered together for the dedication of the newly-built Library of
Ancient Manuscripts at Miskatonic University in Arkham, Massachusetts. During the
game it is revealed that one of the characters is part of a secret cult that is working to
bring about the invasion of Earth by creatures from another dimension, and another
character has been possessed by one one of these creatures. The players work
together to discover which of the two are the villains in order to stop the invasion.

ISABELLA BISHOP--THE LIBRARIAN

Character Background:

Knowledge is a treasure. The custodians of humanity's collected knowledge are the true
heroes of this world; it is they who preserve society's past and shepherd its future,
guiding mankind away from the savagery and darkness that would otherwise be its
inevitable fate. For you, poring through the wisdom and teachings of the scholars of the
past is a fundamental need, as necessary for your health and happiness as shelter and
raiment--perhaps more so. Books are, quite literally, your life.
Your love affair with the written word started at an early age, though you remember
clearly when it took its recent dark turn. It was in your university days, at the end of the
Fall term exams. After completing a particularly grueling examination you rose from your
seat and staggered from the room in a daze. Snow was falling as you crossed the
university commons, but you carried your coat in limp fingers, oblivious to the cold. You
found yourself entering the library and ascending the stairs to the collections on the
second floor. You drifted from shelf to shelf, letting your fingers gently caress the spines
of the books, marvelling at the sheer number of volumes that surrounded you. You felt
crushed beneath the centuries of words collected in their pages.
As you wandered among the shelves, letting the titles wash over you like warm, gentle
waves, one unfamiliar book caught your eye. It was a treatise written by Francis Bacon;
in it he described the Order of the Rosy Cross, his secret society of scholarship, magic,
and spiritualism. That such a great mind, a pillar of Western science, was involved in
clandestine ceremonies and hidden rites confused and excited you. You sat in the aisle
between two bookshelves and read for hours, finally leaving your place only under the
frowns of the librarian closing the building for the night. When you returned to the
university for the Spring term you began to disappear into the library for longer and
longer periods, entranced by older and darker volumes of arcane lore.
Nor did your studies end with your days at the university. Upon your graduation you
sought out a post as a librarian at another institution, and meanwhile your own
collection of eldritch works burgeoned. A few years later you heard that Miskatonic
University was opening a Library of Ancient Manuscripts, and you knew that you simply
must become its head librarian. You immediately applied for the position. You were
more than qualified, but you came across as too eager; they chose someone far inferior
in your stead. Not content to let the matter rest, you took matters into your own hands;
after a bit of careful research and a well-measured shove on a foggy night, the position
became available again. Again you were passed over; a brief moment with a knife and
two hours with a shovel corrected the mistake.
Finally you were offered the position, and you accepted it happily. You look forward to
the dedication of the library with the same giddiness that others reserve for a wedding
or the birth of a child. You know that you will be the best librarian the University has ever
seen--as long as no one discovers your secret.

Act I

This is everything that you have ever hoped for, and far more than you had feared.
From the moment that the first word of the Chant of Opening escaped the President's
lips, a whirl of emotions has overwhelmed you. Of course, you recognized the Chant; it
is written in that most wonderful and terrible of books, the Necronomicon of the mad
Arab Abdul Alhazred; it is one of the tomes that you have loved and feared, detested
and adored, since you first tasted your obsession years ago. Had the Inspector not
stepped in when he did, this world would already be overrun by creatures that are...
unspeakable. You shudder to think of the fate that you have narrowly escaped--the fate
that you still must work to escape.
And yet! To hear the ancient words spoken aloud... to feel the power coursing through
the air... it was, beyond a doubt, the single most thrilling experience of your life. You
knew full well what was happening. You knew from your studies that somewhere in this
building there must be a hidden room, a room whose geometry makes the mind swim.
The words of the ritual turned the room into a beacon, creating the merest opening
between this world and another. You knew that if the ritual were completed the crack
would have been blown wide open, forever connecting this dimension to a realm of
shambling horrors. You knew, and yet you watched in dark fascination, willing yourself
to act and yet frozen, wanting to take in as much of the spectacle as you could before it
was taken away from you forever.
Your fever has passed, and you will hesitate no more. One thing is clear: the hidden
room must exist somewhere in this library, and the very design of this building was
modified to prepare for this ritual. The architect of the building, the philanthropist who
financed it... both are in this room, and one of them hides an important secret. You will
have the answers that you seek, using whatever truths or lies will serve your purpose.

Act II

That book--you know that book! Somehow Miss Westwood has obtained a copy of the
dreaded Necronomicon! There are only a few known to exist--it was banned by popish
order, burned throughout Europe, entombed in Asia, unknown in the Americas, reviled
by the workers of the darkest magics. Even you, with your vast and insatiable hunger for
occult knowledge, have only seen fragments of it, and here is the volume, whole and
complete! Westwood must be in possession of the same copy from which the President
spoke his chant of opening. Unless she has a very good explanation for its presence,
she must be the cultist!
Seeing the book has also brought back fragments of your studies to your mind. You
have only seen part of the Chant of Opening, but its form is quite familiar to you. Once
begun, it will sustain itself. Though the ritual was not completed, it has opened the
merest sliver of a gate, and that gate will remain open until action is taken to seal it.
That gate must lie in the secret chamber beneath this library, and only in that room can
this invasion be stopped. You don't yet know what steps the group can take to stop the
invasion, but you know that if there is any hope for mankind it must lie in this room.

Act III

Endlessly churns the Gyre, calling to itself all that has been, all that is, and all that is yet
to be. The cycle shall continue; this world, too, shall be one with the Gyre, as have other
worlds beyond numbering throughout measureless aeons.
You have suffered much in your quest. Three times since you first entered this realm
you have been forced to capture a new host; your first, the one that called you here,
was destroyed, too frail to survive two small wounds; the appearance of the Book so
shocked you that you lost your hold on the second, the one known as the Professor;
then you were bombarded by an unnatural light, a light that burned and blinded you. In
pain and surprise you lost your hold on your third host, the one that these creatures call
Blaine.
You have found a new home in a body that is far more hospitable. You searched the
depths of this creature's mind, and you found much that is to your liking. The other
brutes resisted you utterly; only by crushing and suppressing their wills could you
control their actions. This mind, however, is different. With only a trivial effort you broke
through its thin shell of resistance and found a receptive welcome within. There is
potential here; this one could be raised up in power and dominion, a lieutenant of the
Gyre. Endless worlds could tremble beneath her hands; she has only to reach out, take
up the Book, and complete the Chant of Opening. If she wishes to achieve wisdom
unimaginable, drink from the endless fount of knowledge, commune with the most
ancient of minds... she must only convince the others in the room that she will use the
Book to direct the gate away from this world. You will not force her hand, as you have
with the others; you will release all control of her mind so that she can act as she
wishes.

You trust that she will make the right decision.

ELIZABETH BLAINE--THE PHILANTHROPIST

Character Background:

Your father was one of the most famous industrialists of his day. He had a stake in
nearly everything--oil, railroads, shipping, steel... the list is endless. His wealth was
legendary, and the Blaine family name eventually became synonymous with
philanthropy. Your father funded the construction of parks, grammar schools, bridges,
business colleges, hospitals, and countless other public works. His name gained
immortality through his generosity, but sadly the same cannot be said for his body. He
left the world two years ago, the victim of a senseless unsolved murder. As his only child
you inherited the bulk of his fortune; you've done your best to carry out his work.
In your efforts to fulfill your father's legacy you have begun to complete the projects left
unfinished with his passing. You are quite proud of your latest accomplishment; with
your generous endowment Miskatonic University has constructed a wondrous new
building, a Library of Ancient Manuscripts. You were even been able to convince
Franklin Orville, the original architect of the library, to come back to the the project,
though he was strangely reluctant at first.
You are greatly looking forward to the dedication of the library; it fills your heart with
peace to know that you are carrying out the great plans that your father envisioned
before his death. You only wish that he was still alive to see the impact that his legacy
will have on the world.

Act I

This... all this is... beyond imagining! One thing seems clear: you've been fooled. This
was your chance to carry on your father's legacy, to keep the Blaine family name bright
and true in the public consciousness, and now... this?
What if... what if this really is your father's legacy? Could he have been part of this... this
cult? Is this the work that you have carried on? If so, who else could have been
involved?
There are people in this room who you have reason to suspect. Franklin Orville was a
common sight in the Blaine household; he designed many of your father's buildings, and
so of course you sought him out when you decided to finish your father's plan to build
this library. If the building itself was in any way important to what happened today,
Orville was surely involved.
You also have reason to suspect Luther Freeman. He worked alongside your father in
nearly every one of his endeavours, until late one night... you arrived early for a planned
visit and, wanting to give your father a surprise, let yourself in quietly through the back
door. You overheard the two arguing loudly in the study; your father was shouting that
they had gone too far, that he had changed his mind, that he couldn't go through with
the plan. Two weeks later he was murdered in his bed, stabbed through the heart.
Freeman didn't even show up at the funeral...
Orville or Freeman must have the answers that you seek! One of these two is the
person who can save your family name... or a cultist who collaborated with your father
in performing dark rites. You will find out which, using whatever truths or lies will serve
your purpose.

Act II

Endless is the hunger of the Gyre, and countless are the worlds it has consumed. This
world, too, shall fall in time, though it frustrates you that you have been forced to move
to yet another vessel in your efforts to prepare the way for the invasion.
This is the third body that you have inhabited since you arrived on this plane. The first
was destroyed only moments after the gate was opened, and you were forced to
migrate to the one that these creatures call Gogia. Moments ago a source of great
power was revealed, a Book of secrets not born on this sphere. The revelation of this
Book filled you with such longing and desperation that you lost your grasp on your host,
but now you have taken control of this, your third vessel. With this body you will
complete your task and bring the inhabitants of this world into the Gyre.
With such a tremendous source of power so near, your course is clear: you must have
the Book. With this Tome in your possession, you will be able to complete the Chant of
Opening and bring the fallen legions into this sphere. The creature that now possesses
the Book, the one that they call Westwood, must be made to seem as a vile and
noxious fiend. You will sow suspicion and fear of this Westwood--while she is in the
minds of these beasts, you will be able to find a way to obtain the Book and complete
your task.

All will serve the Gyre.

Act III

What horror! Ever since the Necronomicon was revealed you have felt a foreign
presence controlling your every action! You sensed the invader wrapping around your
mind, digging its tentacles deep into every recess of your consciousness. Only a few
moments ago did you regain possession of your body, just as Miss Clemson activated
her device. Has she destroyed the creature, or has it merely moved on to someone
else?
You are filled with shame and dread as you recall the lies that the invader made you tell.
Any words that you said while possessed were not your own; you must repair any
damage that the creature caused!
It chills you to the heart to think that somewhere in this room the alien intelligence might
lurk unseen behind someone's eyes. You will stop at nothing to dig it out and cast it from
this world!

SAMANTHA CLEMSON--THE INVENTOR

Character Background:

Inventors are often narcissistic monomaniacs. Some believe that no living person, past
or present, will ever have the amazing insights that they do. They believe that they are
the greatest minds on Earth. You know that they are wrong. Why? Because you know
fully well that you are the greatest mind on Earth.
You once were a researcher at Miskatonic University, but you left long ago because the
professors and administrators were too feeble-minded to recognize your genius. They
said that your work was too dangerous, too reckless... it's true that one of your
assistants was greatly injured during one of your experiements. Perhaps he even died?
You don't recall. In any case, surely people must realize that some sacrifice is
necessary to progress! If only they could see what you have seen...
You have applied your deep knowledge to peer beyond the forbidden veils. This world is
but one of an infinite string; with your inventions you will cast off the palls that hide our
eyes from the swirling chaos without. It may be that the weak of mind will be driven mad
by a sure knowledge of their insignificance in the great expanse of creation, but in time
the true leaders of humanity will harness their newly discovered knowledge to take their
rightful place as rulers.
When you were forced to leave the University you lost access to one of the best-
equipped research facilities in the world. You continue your studies in piecemeal, putting
nearly every cent that you can spare into your private laboratory. By night you delve
deep into the secrets of the universe, but by day you are employed to document history
in photographs and moving pictures. It pains you to admit to what depths you have been
reduced; you have been contracted to document the dedication of a new library at the
very university of which you were once a valued faculty member. You will not let your
feelings interfere with your true work, however. After the dedication you will head to a
nearby warehouse to perform an experiment, and so your bag will contain both your
camera and a variety of technical devices.

Act I
So, it is true! There are other worlds than this! Your research told you that it must be so,
and yet this is the first confirmation that you've had since that brief glimpse so long ago.
But, what a terrible confirmation--it seems that this world's first taste of another plane
may be its undoing. There must be spheres out there that are less perilous. By studying
what is happening today, you know that you can guide humanity toward these benign
worlds.
First, however, you must make sure that humanity still exists to guide. This business of
incantation, of hocus pocus and black magic... of course it would lead to disaster. You
must get to work immediately to set things right! Luckily you have some of your
equipment with you; you should be able to modify one of your devices to reveal the
invader, and possibly even to cast it out!
This entire fiasco reminds you of the unscientific nonsense that your former colleague
Professor Gogia used to dabble in. The two of you had been close collaborators, but he
grew impatient for success. He started to look for short cuts, first in the alchemical
writings of Isaac Newton, next in the Clavicula Salomonis, the Liber Ivonis, Les Cultes
des Goules... and finally in that most dreaded and blasphemous of grimoires, the
Necronomicon. You hate to admit the possibility that he may be part of this, but you
know that he has the capability. You'll hear more of his story, using whatever truths or
lies will serve your purpose.

Act II

What are these fools meddling in? This superstitious nonsense, babbling incantations,
hand-waving... all of it is merely cloaking what is truly happening. All of this has a
natural explanation, but these imbeciles rush in with their cries of "magic" and muddy
the waters hopelessly. They will never understand what they fail to look at with rational
detachment.
The sudden appearance of this book is more of the same. Whatever Miss Westwood is
carrying is completely irrelevant, and you must convince the others not to let it distract
them! What this situation needs is cold, hard logic, the kind that it seems only you are
equipped to employ. You've already begun modifying your device; if everyone will simply
keep calm and stop turning on each other, in a few minutes you'll be able to prove
scientifically who is possessed. There will still be the matter of determining who is
secretly a member of the cult, but that should be a simple matter once the immediate
danger is past.
One way or another, you will use your machine; you will discover where the creature is
lurking. If you can just keep everyone away from each other's throats for a few minutes,
you'll be able to stop all of this madness!

Act III

Your invention worked! You never doubted for a moment that it would, but it thrills you all
the same to see your hypotheses proven correct. For one moment, your camera
showed you the truth--you saw the creature, disoriented by the sudden emission of
particles from your device, leaving the body of Miss Blaine. Moments later it extended a
long tentacle, wrapped itself around Miss Bishop, and disappeared inside her body. You
know the truth--the librarian is the one who is possessed by the alien intelligence!
The temporary disorientation of the creature has given you an idea--with an increase of
power and a change of frequency, your device can be used to eradicate the invader and
seal the gate! You will need to convince the others, though; your plan will require the
cooperation of several people to be effective. If you can persuade the others to help you
use your device, the alien intelligence will be dispelled and the dimensional gate will be
sealed! If the others are not willing to follow your plan, you must throw your support
behind someone who you trust--anyone but the possessed librarian!

HAROLD GOGIA--THE PROFESSOR

Character Background:

For as long as you can remember you have been fascinated with the edges of the
unknown. Your earliest memory is of crouching at the top of the wooden cellar stairs in
your parents' Boston town home and looking down at the darkness just out of the reach
of the lamp's flicker. You crawled through the open door and started down, one step at a
time. You were halfway to the bottom before your nurse heard the creaking on the
steps; she rushed down and gathered you up, giving you a slap on the thigh for your
mischief. You learned a lesson that day, but not the one that she intended: the next time
that you crept down to the basement you were careful not to be heard.
Your interests suited you perfectly for a career in scientific research. You studied widely
in a variety of disciplines, but you found that the study of physics enthralled you most
deeply. You spent your days conducting experiments to discover smaller and smaller
particles and your nights poring through journals to find the latest research on the forces
governing our universe. You were blissfully happy; every day you explored the edges of
the dark a little bit further. Eventually, you found that you could push no more. Your
experiments told you things that just seemed wrong--nothing in any scientific framework
that you knew of could offer an explanation.
You began to look into older and older works for guidance. You finally began to find
possible answers in several ancient texts, though it pained you at the time to admit that
they were more accurately described as occult than scientific. As you read more and
more, however, you were filled with excitement. Here were the very answers that you
had been seeking all along! You began to experiment more fervently, disturbing your
colleagues with your zeal. You began to miss lectures and ceased publishing altogether.
Only when the Dean threatened to dismiss you did you change your behavior. You
remembered the nurse and the staircase, and you began again to fulfill your duties to
the University.
Meanwhile, you continued your personal researches. You have so many more edges to
chase, and you will not be stopped by anyone so short-sighted as the University
bureaucrats. The opening of the new Library of Ancient Manuscripts will offer you all the
resources that you need; you simply can't wait for the dedication!
Act I

Ceaselessly turns the Gyre, and into the Gyre all must eventually descend. Countless
are the millenia since the night you were spawned on a world long forgotten. Your past,
your name, your physical body... all were cast off aeons ago, remnants not necessary to
the Gyre's purpose.
You arrived on this plane mere moments ago; a mind from this realm reached forth,
opening the narrowest of passageways through which only you, a single ethereal
soldier, could pass. Yours is the task of preparing the gate; the first body that you
inhabited was destroyed, but with your new vessel you will complete the Chant of
Opening and call forth the squamous legions. This world will be consumed.
Your task will take time, and the beings that surround you in this room will thwart you if
they can. You have sifted through the memories of the creature you inhabit, and you
have learned something of its past. For now, this body has a role to play; you will turn
these beasts against one another, filling them with anger and confusion as you prepare
their destruction.
You know that the one called Clemson once was important to the vessel that you
inhabit--she had been a fellow researcher at the University. Her experiments gave her a
glimpse of another dimension, filling her with an overwhelming desire to visit this other
realm. She began to experiment wildly and without concern for safety; she was
dismissed from the university after a hastily-constructed apparatus detonated, killing a
student. This, then, is your path: you must convince the others that Clemson is the
enemy, using whatever truths or lies will serve your purpose. While Clemson suffers
scorn and persecution, you will bring about this world's downfall.

All will serve the Gyre.

Act II

What horror! Since the moment that the Inspector fired his first shot you have been
under the control of the invader. You have watched helplessly as this foreign presence
directed your every action! The creature wrapped itself around your mind, digging its
tentacles deep into every recess of your consciousness. Only a few moments ago did
you regain possession of your body. It must have moved on to someone else!
Any words that you said while possessed were not your own; you must repair any
damage that the creature caused with its lies! You are especially keen to repair the
reputation of your old colleague, the inventor. It's true that the inventor finds knowledge
to be a dark temptation, but she has always been thoroughly honest. In your shared
university days it was she that kept you grounded, even in the midst of the worst of your
eldritch delvings. Yes, you must set things aright.
It chills you to the heart to know that somewhere in this room the alien intelligence lurks
unseen behind someone else's eyes. You will stop at nothing to dig it out and cast it
from this world!

Act III
So, it comes to this! One way or another, you must stop this invasion before it can go
any further. After all these years you've finally witnessed what lies beyond the edge of
the darkness, and you recoil from it in horror. If you can survive this night--if the human
race can survive--you will change your ways.
Though you have never held the Necronomicon in your hands, you have delved deeply
into the lore that surrounds it; you know that within the tome there is a ritual that will cast
out the invasion and seal the gate. Before you forever reject the forbidden secrets of the
ancient sorcerers, your last act will be to use this foul grimoire to save this world from
destruction.
Your plan is not without risk; if you choose the wrong target, the rift between the worlds
may widen and never be sealed again. You feel a deep responsibility to communicate
this risk to the others, if only to stress how important it is to find your two enemies.
However, you know that you can perform the ritual without fail if only you can determine
which member of the group is possessed. There may be others who will suggest their
own methods; while some will be well-intentioned, it is almost certain that the alien or
the cultist will suggest a course of action that will lead to destruction. Convince the
others to follow your plan if you can; if you cannot, throw your support behind someone
who you trust.

LUTHER FREEMAN--THE POLITICIAN

Character Background:

Power takes many forms, and you've become acquainted with many of the known
sources of power during your lifetime. Your political career has been legendary; during
your years as an undergraduate you rose to the top of the student government; upon
graduation you joined the Arkham city council and eventually became mayor. You didn't
stop there, either; charismatic on the outside but starving for dominance and influence
inside, you turned your sights higher and higher. A brilliantly executed campaign won
you a place in the United States Senate. Still, you were not satisfied. After a
phenomenally successful term as a freshman senator you aimed your sights at the
White House. Now for the first time in your life you found yourself stymied. The race
was close, but ultimately the incumbent served a second term. You were forced to admit
defeat.
Two nights after the election you woke to find a hooded figure in your room. Before you
could move a raspy voice under the cloak spoke two inhuman syllables. You found
yourself paralysed. The figure told you that he knew you were a man in search of
power; he offered you the chance to join a secret society that dealt in power far beyond
anything that you had ever known. He released you from the glammer that kept you
bound and showed you many mysteries that left you with a hunger beyond anything that
you had ever known. Eventually you begged him to accept you as his pupil. He nodded
and handed you an object wrapped in a heavy black cloth. He spoke only three words
before disappearing: "Your daughter. Tonight."
You unwrapped the bundle and found inside a blade of curious workmanship. The cloth
was a hooded black cloak.
You hesitated only for a moment before donning the cloak and carrying out the errand.
As you stood over the body, blood dripping from the ancient blade in your hand, you
heard the voice of your new master behind you: "Welcome, Brother, to the Order of Yog-
Sothoth."
So were you initiated into the oldest, darkest, and most powerful of secret societies. For
years you have used your influence in the Senate to further the aims of the Order. For
your diligence you have been honored with a key position in the Order's greatest
project. The president of Miskatonic University is the Patriarch of the Order of Yog-
Sothoth; during the dedication of the Library of Ancient Manuscripts he will merge his
mind and body with that of a Great Being from another world. You have bribed and
threatened the library's architect to include several tokens necessary for the ritual,
including a basement room of unworldly geometry. He will be at the library's dedication,
but he does not know that you are the one who influenced him. It is in your best interest
that he not find out.

Act I

The ritual must continue. The opening is begun, and though you lack the talent of your
Master, you must complete the work that he started. You will know the secrets of the
Gyre; you will at last hold the power that you have only tasted, the power next to which
all earthly influence or dominion pales.
The gate was open just long enough for a single ethereal soldier of the Gyre to emerge;
when the Master was destroyed, the soldier must have passed on to another in this
room... Yes! It must be the professor... you see all the signs... the glassy, unfocused
eyes... the fumbling movements... the sure tokens of control by a non-human mind. He
will reopen the gate if he can; you must see to it that he gets his chance. If you can
keep him safe for the next hour or two, all should come to completion.
Your task in the meantime is to foment confusion and distrust among the others. If they
turn on each other, the Professor will be able to complete the Opening. The inventor
would be a good target. When you were part of the Arkham City Council her name came
up again and again for breaches of laws of safety... it only worsened after she left the
University. It wouldn't be hard to convince people that she operates under a total and
blatant disregard for human life in her pursuit of knowledge.
Seeing Phillips here is surprising, but it does not concern you. When you discovered
weeks ago that in his investigation he had infiltrated the Order, you addled his mind so
thoroughly with the Rugose Eye that it is a wonder that he can still feed himself. His
mind will be wracked with delusions of guilt--he may even believe that he was the one
who performed the dreadful acts that he has seen!
Miss Blaine worries you, however. You worked with her father, of course--he played a
central role in planning this night before his... change of heart. How much does she
know about his work?
You must keep the invader safe until the Opening is complete. To that end, you will
employ whatever truths or lies will serve your purpose.
Act II

Time is not on your side. The gate should hold steady until you are able to complete the
ritual, but that detective has an itchy trigger finger. There's no telling what the result
would be if he just began executing anyone who he suspected. You have to move things
along!
How on earth did Miss Westwood get that copy of the Necronomicon? For surely that is
the tome that she was hiding; if you are any judge, it is the very same copy that you
have studied for months in preparation for this night. Its sudden appearance so
surprised the ethereal invader that it moved to another body--Miss Blaine's. It seems
that the good professor is now free, though there is no reason why the others should
believe this.
But, who is this Christine Westwood, really? She is no member of the Order--of that you
can be sure. Could she simply be the most talented and least lucky of thieves?
You can turn this to your advantage. You'll lean upon Miss Westwood with every ounce
of your considerable influence. It's time for a calculated "confession": you'll tell the
others that the government has been aware of the efforts of the Order of Yog-Sothoth
for months and that you are part of the secret Senate committee that works to stamp out
these cults. Ha! You'll even tell them that in reality Inspector Morgan has been working
under your direction--though of course he would not have been aware, as the agency
works in complete secrecy at all levels in order to avoid infiltration by cultists. Your
"sources" have suspected Westwood of being a cultist for months, and now she is found
holding the darkest of all magical tomes! What more evidence could there be that she is
to blame?
Yes, you can finish this. Only a little bit longer, and then power beyond imagining will be
yours...

Act III

The time is now! The moment of your apotheosis is nearly upon you. You suffered a
terrible shock when the blasted Clemson activated her device; when you saw that
Blaine is now free you thought that your ally had been destroyed, but you see now with
relief that it has merely migrated to Bishop, the librarian. This could not have worked out
more perfectly! Everyone here knows that Miss Bishop has a deeper knowledge of the
arcane lore of the Necronomicon than anyone else in this room. Why stop there?
Perhaps anyone else in the country! She certainly knows more than you ever did, and
under the control of the ethereal invader she cannot possibly fail to complete the
Opening! It is entirely plausible to support her, too--who could possibly be a better
choice to wield the grimoire and seal the gate?
Your course is clear, then--you must throw your support behind Bishop. You will wait
until she suggests a course of action and then argue strongly in her favor. You will
discredit all others, suggesting that Clemson is a liar with a bogus invention (after all,
why won't she show anyone else what she has seen?), that Blaine is still possessed,
that Westwood has been implicated in cultish murders... anything to keep the blame off
yourself and Bishop.
You've worked so hard for this night, given up so much... anything other than success
would be unimaginable. Your hands are covered in blood past your elbows, and still
more will die before the night is out, but you will soon have the power for which you
have hungered.

FRANKLIN ORVILLE--THE ARCHITECT

Character Background:

Architecture is serious business. The populations of Boston and the surrounding areas
are booming, and at no prior time in history has it been as profitable to be a designer of
buildings.
Success comes with its own temptations, however. your first taste of wealth only
awakened a deeper desire, and you turned to gambling to increase your gains. Your
luck turned sour, and you borrowed deeply to pay your debts. You found yourself
hounded by creditors and barely maintaining a facade of respectability.
That's when you first heard from the man in black. Late one night you woke to find a
hooded figure leaning over your bed. You started to reach for a weapon, but he was
faster; before you could so much as blink he held a blade to your throat. Without moving
the knife he laid a black leather valise beside the bed.
He left then, and you could swear that he had simply vanished into the dark of the room.
You would have said that you had dreamed the whole thing had the valise not stood on
the floor nearby as stark testimony to the events of the night. Inside you found the plans
for a small subbasement to be added to your latest skyscraper. The documents were
resting on top of more cash than you had ever seen in one place in your life.
Deeply unsettled by the experience but thrilled by your change in fortune, you added the
room to the plans for your building. The hooded figure appeared to you three more
times, dispensing with the knife in future visits but maintaining each of the other
particulars. Each time you added the room to the basement of another structure. The
new Library of Ancient Manuscripts at Miskatonic University is the latest building to be
so modified. You've reasoned to yourself in the past that the man in black is a
superstitious nut and that there is little harm in lining your pockets by humoring an
eccentric, but lately you've been having serious doubts, especially after you heard about
a bloody and unnatural murder committed in one of the buildings that you designed.
You've determined that after the dedication of the library you will never again deal with
this madman.

Act I

What have you done? This... this can't be real, can it? That man in the cloak, surely he
was just some eccentric...
And yet, what further evidence could you possibly have? The monster lies there, the
features of the university president still stamped on one of its faces... this is real, and
you helped to bring this about. Whatever else is true, your work in changing the design
of this building makes you culpable.
You've got to come clean--you have to tell everything! The modifications to the building,
the man in the cloak, the other buildings, everything! Maybe somehow the information
that you reveal will help to stop this madness.
Just one thing gives you hesitation, a thought that chills you to the bone: your nocturnal
visitor must be in this room at this very moment! He--yes, it was definitely a man, there's
no way that those hands could have been a woman's--is somewhere here, right now,
plotting to finish the work that was temporarily thwarted! The work that you helped to
bring about...
You'll root him out in any way that you can, using whatever truths or lies will serve your
purpose.

Act II

How can you be so close to the one who influenced you and yet still be so far from the
answer? It was a man, you know that... one of the men here--Gogia, the professor;
Freeman, the Senator; Phillips, the reporter... who was it?
One thing you know for sure: this cultist was a smooth operator. Every move was
carefully calculated, precise... never a moment of hesitation. In the midst of all of this
chaos and fear, he would be in his element. Executing plans long laid out, or thinking
quickly on his feet. Certainly not worried or confused.
You'll pay close attention to these three; anyone lacking the cool composure of the
cultist would surely begin to crack under all of this strain. Anyone who is confused,
shocked, at a loss for words--maybe not now, but when the crisis comes later--is
innocent. The one with the glib tongue, the one who will know exactly what to do, is your
man.

Act III

Now is the time! Look now, at this very moment, at Gogia, Freeman, and Phillips--who is
composed? Who is distraught? Any one of the three who is shocked, puzzled, or
cautious can be trusted; the decisive and resolute are worthy of your suspicion. If you
cannot identify the cultist through observation alone, try bluffing through a direct
accusation: say boldly to one of the three, "Everyone knows what you did!" and quickly
observe how all three react. The one who is most surprised by your words can be
trusted.
These next few moments will make all the difference. If you can determine which of the
three was your dark messenger, you may also be able to infer who has been
possessed... those who the cultist has accused you can trust, but the rest you must
suspect. You wish that you had more substantial clues to work with, but you know that if
you pool your efforts with those of the rest of the group, using what you know to sort lies
from truths, you will be able to find a solution.
Yours is a heavy responsibility. By yielding to temptation you allowed the Order to call
forth a terrible, fell creature; your choices have imperilled the entire world. Now you
alone of this entire group can identify the cultist. This is the time of your redemption! If
you can correctly learn who is the member of the Order in the next few minutes, you can
save this world from destruction. Do not fail!

HOWARD PHILLIPS--THE REPORTER

Character Background:

New England is a shining beacon of progress. It's also the home of senseless
inhumanities, a hideous blight on the national consciousness. As one of the most
successful investigative reporters in North America, you are more than familiar with the
darkness hiding in corners of the nation's oldest colonies. You've run headlong toward
the ugliest acts of human depravity while others cower, hiding the scenes from their
eyes. Your columns are filled with lurid descriptions of murder, extortion, conspiracy, and
betrayal; while some have accused you of being a vulture, a craven preying on the
suffering and fears of others, you tell a different story. You know that the most pernicious
and toxic fungi are destroyed by exposure to sunlight, and you shine your lamp
wherever it is needed.
You've seen your share of rough scenes over the years--you've infiltrated the dark
underworld of Boston's crime gangs, chased anarchists through the streets of
Cambridge, and fetched bodies from the waters of Quincey Bay. Recently you've seen
some things that defy even your immense powers of description; during an undercover
investigation in Innsmouth you witnessed a scene that turned your stomach and
ravaged your mind. You spent the next three weeks in bed as you recovered from a
brain fever. You have very few memories of what happened that night, but your nurse
tells you that in your sleep you raved about strange figures that were neither beast nor
man. Your mind has always been strong, and so you recovered fairly quickly; the only
lingering symptom is your memory loss and the occasional sense that someone is
watching over your shoulder.
Still, the experience has greatly shaken your resolve, and you don't yet trust yourself to
take on a new case. As part of your recovery, you are spending a few months focusing
on local personal-interest news. Frankly, you are looking forward to spending a few
quiet hours reporting on the dedication of Miskatonic University's new library.

Act I

From the moment that the President began to chant, scenes from Innsmouth have
begun to appear in your mind, scenes that you had thought long forgotten. You have
had fragmentary visions of a tunnel leading deep beneath the shore, of a door at the
end of that tunnel that should open only to the bay, but instead leads to a room whose
shape is beyond description. Even in your memory the room makes your head swim.
The walls seem to bend and shift in your mind's eye, and you know that no earthly
yardstick could take their measure.
You remember also... carrying something down that tunnel toward that door. Before
reaching for the handle, you pulled back the sleeve of your... robe... and transferred
your... knife... to your other hand...

...and there was so much blood...

What happened that night? What did you do? Could you have been involved in this,
this...
Never! Whatever happened, it had nothing to do with tonight. You have to focus. What
do you know that might help? The librarian--you know that there is more to her story
than she's letting on. You've heard around the newsroom about the two candidates that
the university chose before her--they both disappeared! The first was found dead at the
bottom of a ravine, her neck broken in a fall from a path that she had walked every day
for a decade, a path that she could have safely walked blindfolded... and the second?
The second is still missing. You'll get this librarian to talk, using whatever truths or lies
will serve your purpose. As for that night in Innsmouth? That story will just have to wait.

Act II

...the tunnel never ends... it leads onward and onward, to a place... to that place... that
room...

...so much blood.....

FOCUS!

What do you know? That book--you've heard something about books recently. In the
newsroom. What was it?
A woman. There was a woman, out West, a few years ago. A thief--a thief who stole
books, rare books, the rarest books that there are. Some she sold, some she kept for
herself, always moving to a new town and taking on a new identity before she struck
again. She was young, about Miss Westwood's age. Could she be the one? Everything
fits--the height, the age, the build... the hair's all wrong, but of course she would have
dyed it.

DON'T SAY ANYTHING YET!!!

If she confesses of her own free will, without any coaching, you'll know that it's true.
Otherwise, you'll never be sure...

...blood...

Act III

EVERYONEKNOWSWHATYOURDIDEVERYONEKNOWSWHATYOURDIDEVERYON
EKNOWSWHATYOURDIDEVERYONEKNOWSWHATYOURDIDEVERYONEKNOWSW
HATYOURDIDEVERYONEKNOWSWHATYOURDIDEVERYONEKNOWSWHATYOUR
DIDEVERYONEKNOWSWHATYOURDIDEVERYONEKNOWSWHATYOURDIDEVERY
ONEKNOWSWHATYOURDIDEVERYONEKNOWSWHATYOURDIDEVERYONEKNOW
SWHATYOURDIDEVERYONEKNOWSWHATYOURDID

CHRISTINE WESTWOOD--THE ADMINISTRATOR

Character Background:

When it really comes down to it, you are an artist. Others would use the term "thief", but
they simply don't understand your particular variety of art. They've never experienced
the cerebral joy of crafting a truly airtight plan, the tense anticipation of picking a lock in
an occupied building, or the almost sensual thrill of secreting a stolen manuscript on
your person as you mill about a crowd. Your specialty is in obtaining ancient documents;
some you sell to support your activities, but the best you keep for your private collection.
When you heard that Miskatonic University was opening a Library of Ancient
Manuscripts, you knew that you simply had to see it. You applied for a position as an
administrator at the University and settled in for your longest--and hopefully most
profitable--heist.
Since you joined the university you've had many opportunities to lay your hands on
valuable tomes, but you've stayed your hand for the proper moment. You'll wait until the
dedication of the library, when the building will be filled with eminent scholars and
wealthy philanthropists, all decked out in their finery. That's when you'll steal the rarest
grimoire of the entire collection, the Necronomicon of Abdul Alhazred. You'll walk out of
the new library under the very noses of the luminaries with the most valuable book
under your coat--after all, you have a certain standard to maintain.

Act I

This is not how things were supposed to be. You've been keyed up all night, riding a
wave of adrenaline in the midst of the final day of the greatest heist of your life. Hidden
under your coat is one of the rarest tomes of all time: the Necronomicon, the greatest
and most terrible of all magical grimoires. You had planned to sneak out with the book
during the middle of the dedication, disappearing as you have so many times before.
But, now...
Could it be true? Can it actually be that there is an invasion in progress, and that it is up
to you to stop it? It would seem like the most elaborate of fantasies if it were not for
the... creature... that is lying dead mere yards away from you. It must be true--one of the
people in this room is possessed by an unworldly intelligence, and another is a cultist
who is working to destroy this world.
Who could this cultist be? You've always been suspicious of Miss Bishop, the new
librarian. Your investigation of her background during the hiring process was highly
mixed. She had an excellent reference from a university in Virginia, but before she held
that position she had appeared seemingly out of nowhere. Her former supervisor said
that she had an almost fanatical interest in occult scholarship; she seemed to know
more about certain obscure topics than even the members of the research faculty.
You chose another candidate for the post; he accepted the offer, but he never spoke to
you again. He would not return any letters and could not be reached by telephone. After
a period you chose another candidate; this one, too, disappeared shortly after accepting
the job. Three others who had seemed particularly eager for the job eventually turned
down the offer; they actually seemed frightened when you spoke to them. Finally, you
called Miss Bishop; she accepted the offer calmly, as if she had expected to be given
the post all along.
You'll learn more about Miss Bishop's story, using whatever truths or lies will serve your
purpose. In the meantime, no one can know your secret!

Act II

Your secret is out! Everyone now knows that you have a copy of the Necronomicon
hidden on your person. Your very life may depend on convincing the others that you
have no intention of using it--a full confession may be the only thing that can save you.
You will likely spend several years in prison once this is all over, but for now you are
more concerned with doing what you can to stay alive for the next hour. If suspicion
turns your way, you must reveal all!
People will almost certainly suspect you, but you might be able to turn this fact to your
advantage. If your story is plausible, you should be able to convince the others; anyone
who continues to attack after your confession would obviously prefer that you be the
one in the spotlight. Pay close attention to who discredits whom during the next several
minutes.

Act III

Who can you trust? One person in this room is part of a dark and sinister cult. Another is
possessed by an alien intelligence bent on dominating this world. Any statement that
another has told you tonight could be a lie; the only way that you can sort fact from
fiction is to hold one statement against another and see what holds up. Ultimately, you
must choose: five of the others in this room can be trusted; two cannot. Who will you
support?
Though you only had the Necronomicon in your possession for a few minutes, you
could feel waves of darkness wafting off it like a sinister miasma. You have a foul
distaste for the book and everything connected to it. It is time to take action to stop the
beings that are seeking entry into this world; while it is almost certain that someone will
suggest using the Necronomicon to seal the gate and cast out the invader, you have a
deep aversion to the idea. It is a dark object, and it is certain that the dark forces will
support the idea of using it. You would prefer to throw your support behind any method
that did not involve the Necronomicon; if the group decides to employ it, you must
convince the others to only let it be used by someone who you trust.
INTRODUCTION TO ACT I:

University President: Good evening, ladies and gentlemen! As the president of


Miskatonic University, it is my honor and privilege to welcome you to the dedication of
this great institution's Library of Ancient Manuscripts.
This is the culmination of a great work--a work in which each and every one of you will
serve a purpose. The shelves that surround you are heavy with forgotten lore. Within
these walls are enshrined mouldering sheets of papyrus, pried from the grasp of
dessicated hands entombed in jackal-headed sarcophagi. Here there lie carven tablets
of stone, found within chambers dark and secret beneath crumbling Sarsen pillars. The
rare, the eldritch, the forgotten... all have a place here. If you listen quietly, you will hear
the very walls speak--but, I warn you: do not listen too closely, for in this place words
have power, and the oldest, most secret words wield the most power of all.

Many of the relics here collected are artifacts of prehistoric tribal societies; they
preserve secrets from humanity's shadowy past. The most ancient of items within these
walls is older still, a soapstone tablet exhumed from the bubbling muck of a Louisiana
bog. The age of this object has defied the ability of even our most talented scientists to
determine; it may even predate humanity, reaching to us from aeons past, when eyeless
monstrosities gibbered and thrashed across blasted plains.

It is this very tablet which I hold in my hands before you. I hope that you will indulge me
in a bit of superstition as I dedicate this library to its purpose; as I hold the tablet aloft I
will recite a chant of opening from one of this library's ancient texts. Listen carefully, and
reflect upon the great work that now reaches its fulfillment!

Ia! Ia! Ingna imna Yog-Sothoth ungu irlp! Ingna imna Yog-Sothoth ungu irlp! Plury unga
Thothos-goy onmy angnee! Plury unga Thothos-goy onmy angnee!

[Chanting is interrupted by shouts and gunshots]

Inspector: Everyone, stay where you are! No one leaves this room! My name is Eugene
Morgan; I am a Special Agent with the Bureau of Investigation. I've stopped the creature
for now, but we all have important work to do. I have been following this case for
months; it started with the murder of a little girl in Innsmouth, and it's led me through the
darkest corners of this world. That sweet child died under the blade of a fanatic cultist,
and I've followed that cult's work into this very building. The president of this university,
the half-man, half-beast that you see lying dead before you, was a key leader of this
same cult; he brought you here today to fuel the invasion of our world by creatures
beyond our understanding. He has opened a window to another dimension and called
forth one of these blasphemous horrors to merge with his body and mind.

I've stopped the body, but the mind of that creature still lives in this room! One of you
houses the alien intelligence that was called forth this night. We must find out who and
banish the invader from this world. Know also that there is an accomplice here tonight;
another one of you is a fellow cultist who would do anything to finish the work that was
started. We must work together to find these two enemies of mankind. But beware: our
enemies will lie to us and try to convince us to turn against each other. Our only hope is
to unite our efforts and catch these two in their lies.

To start our investigation, I need each of you to make a statement giving us information
about your background and telling us any details that you think would help us to solve
this mystery. You may also ask each other any questions that you feel would help the
investigation. After everyone has had a chance to give a statement and ask questions, I
will instruct you about what to do next. Professor Gogia, why don't you begin?

INTRODUCTION TO ACT II:

Inspector: This is dark business--everyone in this room has some secret to hide. Six
months ago I would have arrested the lot of you, but we're playing for much higher
stakes now. Time is running out, but we are hardly any closer to solving this mystery.
But, wait--what on earth is this? Miss Westwood, what is that under your coat? What is
the meaning of this? That's not just any book that you're hiding. I've seen its like
before--you're carrying a cultish grimoire, a tome full of eldritch incantations and the
demented murmurings of nameless gods. Explain yourself, Miss Westwood, or, so help
me, a second cultist will meet her end tonight!

INTRODUCTION TO ACT III:

Inspector: Time is running out! We've learned this: somewhere in the depths beneath
this library there is a secret chamber, a chamber whose unearthly geometry acts as a
beacon for the beings that would make this world their own. It is to this chamber that we
must descend to find what secrets we may. This will be our last chance to discover who
is behind this invasion; after this final discussion we will act! You must each tell us
everything else that you know.

INTRODUCTION TO VOTING I:

Inspector: We can't wait any longer--the forces converging within these walls will soon
tear us apart! We have three choices.
Professor Gogia has suggested one course of action: he feels that the answer we seek
lies within the very tome that Miss Westwood planned to steal: the Necronomicon, Al
Azif, the collection of the deranged prophecies and forbidden rites of the mad Arab
Abdul Alhazred. The professor claims to know of an incantation in this book that will seal
the gate. If the professor performs this ritual, the invasion will be stopped, and the foul
invader will be trapped in the body that it now inhabits.
This plan is not without risk to the one who currently hosts the foreign intelligence; when
the ritual is complete, that person's mind will be cast forth into a cosmic void beyond our
time and space, where the dread sultan Azathoth reigns in lightless chambers amid the
horrid piping of accursed flutes. A heavy price, but one that we might be called upon to
pay to save this world.
Miss Bishop also would ask us to use this unholy grimoire, but she knows of a different
incantation. She asks our aid in performing a ceremony that will move the gate; the
gibbering beasts will pour forth from the portal in number, but into a world other than our
own. This same ritual will cast out the invading intelligence, freeing us all from its grasp.
We are to be warned, however: as the creatures pass by this world their forms will be
known to us; we will witness their unseeing, gelatinous bulks as they lurch forth from
their foetid realm. Who knows whether our minds can withstand a glimpse of these
liquescent horrors?
Finally, Miss Clemson knows of a third way. She claims that by modifying her machine
she will be able to create a weapon, a device that will unbind and scatter any particles
that have come to us from another realm. This will destroy the invader and seal the
gateway to the other plane. However, this machine will be entirely untested, and its
effects are not subject to prediction. It may be that this same device will drive out all
who reside in this room, conveying us to a world unfathomable by any sane mind. In
attempting to save this world we may condemn ourselves to shamble endlessly through
the ghoul pits beneath the withering shores of Lost Gulthar!
The time has come to be resolute, for no choice is without peril. It is certain that at least
one of these three is under the influence of the invader--one of these choices will result
in certain doom for all of humanity. It falls to us to be this world's protectors, if we can
avoid becoming its executioners.
Now, make your choice! Mr. Phillips will lead us in a vote. First, each member of our
group will have a turn to say whether we should trust Gogia, Bishop, or Clemson to stop
the invasion. At least five of our eight investigators must agree; if there is no agreement,
we will have a very short moment to discuss before Mr. Phillips leads us in another vote.
Now, Mr. Phillips! Guide our group in its heavy duty! When at least five of the eight have
agreed whether to trust Gogia, Bishop, or Clemson I will give you further instructions.

INTRODUCTION TO VOTING II:

Inspector: So, you have made your decision. Our course is set; there is but one more
choice before us. It now is our duty to ferret out from among the rest of us the invader
and the dreaded cultist. Which two of our number are our true enemies? Which two
shall we condemn to banishment and execution? Choose two names. When it is your
turn to vote, name the two who you believe to be our enemies. We will continue voting
until two people have at least five votes each. Once again, Mr. Phillips, I ask you to lead
us in a vote. When you have fulfilled your task I will give you your final instructions.
ENDINGS:

The endings have two parts--first the inspector invites one of the characters to stop the
invasion, and then the inspector reacts to the players' choices of villains (unless they
chose the librarian as the hero--then everyone is devoured by gibbering horrors).

PART ONE:

LIBRARIAN PERFORMS RITUAL:

Inspector: So be it. Miss Bishop, we place our fate--the fate of the entire world--in your
hands. The Necronomicon is yours to wield as you will. I only pray that we have made
the right choice.

Librarian: Thank you, inspector. I will begin at once. Everyone, please be silent as I
speak the incantation.
Ia! Ia! Ingna imna Yog-Sothoth ungu irlp! Ingna imna Yog-Sothoth ungu irlp! Plury unga
Thothos-goy onmy angnee! Plury unga Thothos-goy onmy angnee!
It is done. Foolish wretches! This world and all who dwell therein shall be devoured.
When this sphere is cleansed of all life, it shall be dragged back to the nether plane
from whence it came and to which all must return. Cower in madness and fear as your
ruin approaches! This is your end!

PROFESSOR PERFORMS RITUAL:

Inspector: So be it. Professor Gogia, we place our fate--the fate of the entire world--in
your hands. The Necronomicon is yours to wield as you will. I only pray that we have
made the right choice.
Professor: Thank you, Inspector. I will begin at once. Everyone, please be silent as I
speak the incantation.
Ia! Ia! Hlaingy ingahai kinthby angha eheya lodkrigen! Hlaingy ingahai kinthby angha
eheya lodkrigen!
It is done. The gate is shut, the beast cast out. We are safe at last!

INVENTOR USES MACHINE:

Inspector: So be it. Miss Clemson, we place our fate--the fate of the entire world--in your
hands. The room is yours; wield your machine as you will. I only pray that we have
made the right choice.
Inventor: Thank you, Inspector. I will begin at once. Everyone, please be silent as I start
the device.
[sound of device being activated]
It is done. The gate is shut, the beast cast out. We are safe at last!

ENDING PART TWO:


LIBRARIAN AND POLITICIAN ARE CHOSEN:

Inspector: Nearly safe. There is one last task before us. (two gunshots) Now today's
danger is past, and yet the threat lives on in the dark shadows of this world. The Order
of Yog-Sothoth endures, and so my work must continue. Never will I rest until the last
vestige of this cult has been wiped from our plane. But for now, for a few moments, we
are safe... safe until the time when the Order raises its fiendish head once more. On
that day I will call upon you again to stand with me against the darkest of horrors. Until
then, know that your efforts this day have saved this world from an unfathomable fate...
at least, for now...

LIBRARIAN IS CHOSEN, BUT POLITICIAN IS NOT:


Inspector: Nearly safe. There is one last task before us. (one gunshot) What!? No!
Today's danger is past, and yet the threat lives on! We were mistaken--our cultist, the
fallen Senator, has escaped our grasp. The Order of Yog-Sothoth endures, and so my
work must continue. Never will I rest until the last vestige of this cult has been wiped
from our plane. But for now, for a few moments, we are safe... safe until the time when
the Order raises its fiendish head once more. On that day I will call upon you again to
stand with me against the darkest of horrors. Until then, know that your efforts this day
have saved this world from an unfathomable fate... at least, for now...

LIBRARIAN IS NOT CHOSEN:

Nearly safe. There is one last task before us. What!? No! Noooo! We have been fools! It
was Miss Bishop who housed the invader--the invader that has now escaped our grasp!
Our efforts have weakened the creature, but it has escaped along with the fallen
Senator to the secret coven of the Order of Yog-Sothoth. The cult endures, as does the
invader, and so my work must continue. Never will I rest until the last vestige of the
Order has been wiped from our plane. I must call upon you again to stand with me
against the darkest of horrors. You are all conscripted to service! Go now to your
homes, rest, set your affairs in order, and prepare for the work that will follow. This is not
over...

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