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A Pinch of Glamour
Welcome to Section M: Priority Missions, smaller one-shot missions
andscenariostohelpoutthehard-pressedGMpInsidethisPDFyou’llfind
a complete mission brief and full colour map to help you run a shorter
one-shot session, plus a set of Adventure Seeds to provide inspiration for
further adventures.
In A Pinch of Glamour, agents are dispatched to Elderwood Inn, an
ancient hostelry and meeting place where intrigue and adventure lurk in
every shadowy corner. The Inn is famous for its legendary swings in fortune
where gamblers, performers, and patrons can make their fortune or lose it
on a single throw of the dice.
Some blame the caprices of Lady Luck, but Section M has discovered that
the building sits on an extradimensional rift that leaks chaotic energy.
Besides having inexplicable effects on those who spend time there, the rift
also draws strange creatures of dubious intent.
Agents have been dispatched to the tavern to conclude a dubious
bargain, but what games, intrigues and subtleties lie within its age-old
walls? And who or what will they encounter as they explore its endless
rooms and shadowy halls?
Features:
• A ready made scenario featuring an ethereal inn!
• Detailed locations and a colour GM map and to add atmosphere and
flavour
• Blank player map for desktop or digital play
• Adventure seeds and inspirations for extending the experience and
alternative play
Requires the Achtung! Cthulhu 2d20 core books to play.
Section M Files: Priority Missions
Section M: Priority Missions A Pinch of Glamour
A Pinch of Glamour
Briefing
Local myths and legends hold that performers and patrons LOCATIONS
at the Elderwood Inn have wild swings in fortune. Some
The Elderwood Inn’s common areas, halls, and private
are blessed, some are cursed. Section M has discovered
rooms are all of dark wood, wainscotting, and faded teal
that this is because the building sits on an extradimen-
wallpaper. The top floor is in the best shape, though the
sional rift that leaks energy. Besides having inexplicable
kitchen has new appliances and slate floors. The attic is
effects on those who spend time there, the rift also tends
full of forgotten furniture and misplaced heirlooms, and
to draw strange creatures of dubious intent. Creatures that
the cellar was once used for brewing but is now covered in
gather and bask in its eldritch power. The Elderwood Inn
dust and cobwebs.
is most likely located in Britain, Canada, or the United
States. However, with a little adjustment to its name and
The Common Areas: With chandeliers, a long L-shaped
inhabitants, it could be located more or less anywhere in
bar, booths, a stage, and scattered tables, the main
the world.
common area of the Elderwood Inn is a convivial place
where quiet, watchful people blend into the scenery. The
Cuthbert Tathirien (given name Charles Heather) is an
quieter common area past the stairs has more space to
independent scholar and practitioner of the arcane arts.
manoeuvre between the tables, allowing for secretive
For stats, use a Black Sun Master (Gamemaster’s Guide
conversations.
p. 187), but instead of the Grimoire of Nyarlathotep, he
knows three spells of your choice from the Spellbook of The Upper Balcony: Small, movable tables and chairs
Yog-Sothoth (Gamemaster’s Guide p. 96). He’s a bit of a dot a railed balcony that runs around the upper area of
cheat and a bit of a mercenary, but Section M works with the main common room. It’s a more private area where
him on occasion when his interests align with those of the patrons can observe those below or conclude their own
organisation. In this instance, Tathirien has procured an shady business.
artefact or tome of great import to Section M’s activities in
The Cheap Rooms: For a reasonable fee, patrons can rent
the Secret War.
small rooms with minimal furnishings on the first floor.
The genial proprietor, Cora Ginger, has an office by the
The agents must meet with Tathirien at his favourite
stairs.
tavern, the Elderwood Inn, and bargain with him for the
item. This could be anything from a Mythos tome to a The Classy Rooms: For those who can afford it, the
petrified Sheehad egg to the blood of a vampire drained second-floor rooms are spacious with large beds, fully
under a harvest moon. Maybe it’s a treasure map? Maybe furnished washrooms, and hefty locks.
it’s simply the name of a spy within Section M? Whatever
The Glass-Walled Garden: A small, glass-enclosed sitting
it is, Tathirien is completely without sympathy and will
area holds flowers, shrubs, and the occasional vine. The
bargain hard to maximise his profit.
proprietor does her best to maintain it, but the feature is
probably more trouble than it’s worth.
The Library: A small dignified library can be used as
a quiet sitting area or reserved for private meetings by
guests. Who knows what hidden tomes and secrets lie on
its dusty shelves?
2
Section M: Priority Missions A Pinch of Glamour
Elderwood Inn
NORTH
Ladder to
Metres
attic
0
A B
Library
A 5
dow n
A A
Glass-
Walled 10
Garden
Second Floor 15
A A
Balcony
Office 20
B
up
Taproom dow n
below 25
30
First Floor
35
K itchen dow n to cella r
A
B A
40
Taproom
up
45
Ground Floor
50
A. Washrooms
B. Closets
Front Elevation
3
Adventure Seeds
Section M: Priority Missions A Pinch of Glamour
The Black Pharaoh (Gamemaster’s Guide p. 256) has
? The spirits at the Elderwood Inn have been affected by
?
come to the Elderwood Inn. Nyarlathotep, in one of his strange spirits. Not the unquiet dead, the liquor! Once
more charming guises, sits in the back of the room and someone has imbibed enough, they swap bodies with
draws gullible souls towards him, doling out gifts and a random other person who has also been enjoying the
curses randomly.. He leaves only if defeated in a game affected drinks.
of Backgammon.
Major Seraph (Gamemaster’s Guide p. 167) needs to
?
Four unsavoury characters have rented a room on the
? conduct a ritualistic experiment in the cellar of the
second floor for a fortnight. In the small hours, strange Elderwood Inn, and he asks the agents to watch his
chanting can be heard from behind their door. They back. The spell disturbs nearby ghouls who push their
are in fact Cultists of the Old Gods (Gamemaster’s way through rotting walls to attack the agents and the
Guide p. 222) drawing on the power of Yog-Sothoth for sorcerer—Seraph, occupied with his ritual, is unable to
nefarious purposes of their own. help.
A pair of well-dressed patrons, one pale as ivory, one
? Cora Ginger, the current proprietor of the Elderwood
?
dark as onyx, carry briefcases that tick in synchronous Inn, tells the agents that her time as owner has ended
rhythm. They say that if they could have just one true and she must pass the deed to a doughty soul before
memory to keep, they could finally “return.” They do dawn or the veil between dimensions will be sundered.
not elaborate on where they wish to return to.
Patrons staying on the second floor nervously comment
?
There’s a 1920s-style flapper party taking up the
? about heavy footfalls and chittering coming from the
common room, but it quickly becomes apparent that attic. When the agents investigate, they discover a
the party attendants truly believe it is 1923. A grinning wounded Mi-Go Scientist (Gamemaster’s Guide
figure whispers to one of the agents that if the poor p. 248). What strange science was it conducting? Will
souls are not returned to their time by midnight, they the agents help it, drive it away, or attempt to kill it?
shall fall to dust and Yog-Sothoth will feast.
A saxophone soloist that performs on Tuesday nights
?
A new kitchen porter is revealed to be a Deep One
? has been growing in popularity. However, when they
Hybrid (Gamemaster’s Guide p. 238)! Are they play, a strange blue energy subtly swirls through the
poisoning the food or simply trying to make their way crowd. And are the keys on the saxophone made of
in the world? blue crystals…?
A known Black Sun spy has been spotted at the
? The radio behind the bar begins to play a haunting,
?
Elderwood Inn, but when the agents investigate, it’s sombre melody. Everyone who hears it must pass a
a trap! Several spies (use stats for Black Sun Troopers, difficulty 3 Will + Resilience (Discipline) test or
Gamemaster’s Guide p. 186) ambush the agents. uncontrollably sketch out the Unspeakable One’s
Modify the spies with Athletics 3 and Survival 0. (Gamemaster’s Guide p. 255) yellow sign. What new
horror is this?
Some strange new plant in the Glass-Walled Garden
?
has begun spreading tendrils throughout the walls.
It hungers for hot blood. Use stats for a Bloodborn
(Gamemaster’s Guide p. 220) except that it has
Athletics 1 (no focuses) and Fighting 3 (Hand-to-Hand
Combat). Exchange its truth for “Ravenous Mutated
Plant” and its Flight ability for Tough 1.
EN IN THE CORNER,
“THA HANDSOME ORIENTAL GENTLEM
E, ENJOYING A WHISKY
SMOKING HIS PIP ?
AND ROLING THE BACKGAMMON DICE
GO D TO TAKE A BET
REGULAR VISITOR TO THE INN, ALWYS AND HE GIVES GENEROUS OD S.
FUNY THING IS, HE RAELY SEEMS TO LOSE,
PROBALY THE LONGEST WINING STREAK I’VE EVER SEEN.”
CORA GINGER
4
Handout
Handout
Elderwood Inn
NORTH
Metres
0
10
Second Floor 15
20
25
30
First Floor
35
40
45
Ground Floor
50
Front Elevation