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The Grindhouse Volume 3

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0% found this document useful (0 votes)
195 views46 pages

The Grindhouse Volume 3

Uploaded by

jacobdfearn03
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 46

Credits

Writing: Alex Guillotte, Ian Christiansen,

Rules Development: Alex Guillotte, Ian Christiansen

Design & Layout: Alex Guillotte

Editing: Alex Guillotte, Ian Christiansen

Art Director & Illustrations: Alex Guillotte

Copyright 2021 • Alex Guillotte


Call of Cthulhu is a Trademark of Chaosium Inc.
and is used with their permission via the OBS Community Content program.
For more information please visit Chaosium’s website:
www.Chaosium.com
The Miskatonic Repository Logo is used under license.

2
What is Grindhouse?
The term grindhouse is most often used to describe low-budget horror, splatter and
exploitation films for adults. These were popularized in the 1970s, but their roots can be
traced back to the 1920s, and on up through the mid 1980s.
The intention with these scenarios is to combine the violent brutality of grindhouse films with
the mind-rending cosmic horrors of the Lovecraftian mythos in the most cinematic way possible.

Inspirational Movies
Here are some great (and not so great) movies to inspire Keepers and players alike. Note
that while not all of these are strictly grindhouse movies, they do epitomize the aesthetic of
the genre and are well worth watching.

Texas Chainsaw Massacre (1974) Near Dark (1987)


The Hills Have Eyes (1977) Invasion of the Blood Farmers (1972)
Race with the Devil (1975) Zombi 2 (1979)
Death Proof (2007) Planet Terror (2007)
Trilogy of Terror (1975) Friday the 13th (1980)
Dawn of the Dead (1978) C.H.U.D. (1984)
The Wicker Man (1973) Switchblade Sisters (1975)
The Car (1977) I Drink Your Blood (1970)
House of 1000 Corpses (2003) I Eat Your Skin (1971)
Last House on the Left (1972) Halloween (1978)
Evil Dead (1981) The Corpse Grinders (1971)
Humanoids from the Deep (1980) The Devil’s Rain (1975)
Scanners (1981) Psychomania (1973)
It’s Alive (1974) Werewolves on Wheels (1971)

Read This First!


The purpose of these books is to provide Keepers with interesting one-shots that can be
completed in a single session. Each scenario starts with a unique location that can, with
little or no modification, be inserted seamlessly into an existing campaign. These scenarios
are modular, with a number of options and variants available so that Keepers can customize
them to suit their needs. It’s even possible to scavenge these scenarios for parts that can be
added to the Keeper’s own settings, making their utility nearly limitless. Think of them as
skeleton keys to countless doors.
There are seven sections in each scenario: Prelude, Objectives, Secrets, Cast, Signs,
Threats, and Changes, with the occasional bit of extra information included, like unique
items or special rules. Some have multiple options, and since the Keeper isn’t limited to
using only one option, there are many variations possible. Sections can be used as written or
modified based on the situation, the style of the Keeper, or to adjust the scenario’s lethality.

3
Prelude. This section provides an overall description of the setting including a physical
location, mood, and the overall tone of the scenario. Parts of this section are left deliberately
vague so that it can be inserted into a preexisting campaign more seamlessly. This section may
also include notes regarding some of the other sections, a brief history, and/or suggestions for
adapting it to different settings.
Objectives. This section describes why the characters are at the specific location and
why they might become involved in the plot. Their reason can be as simple as happenstance,
or the characters may have gone there specifically to investigate that location.
If a scenario is being inserted into an ongoing campaign, the Keeper could decide that
the location has something that the investigators need such as an object or information, and
they should modify the scenario accordingly.
Secrets. This section describes what’s really going on. These could include the nefarious
plans of an antagonist, the dark motivations of a malevolent entity, or the effects of some
impersonal force that drives the plot of the scenario. Of course there may be multiple secrets
since there may be more than one force at work behind the scenes.
Then there are the secrets that have nothing to do with the main plot, but may be included
as possible hooks for future scenarios or to give an NPC more character depth.
Cast. This section describes NPCs that are less significant or even benign in nature.
They may be included to add flavor or interest in the location, impart information to the
investigators, or simply provide an opportunity for roleplay. These characters are often
neutral, though the actions of the investigators can change that if they treat them poorly or
make any hostile moves against them.
Signs. This section includes options for objects or clues that the investigators might find
at this location. These things could be significant, minor, or simply a curiosity. Signs can help
flesh out a location by making it feel more lived in, impart information to the investigators,
foreshadow future events, provide the characters with a useful artifact, or even provide a
cache of resources if the Keeper is feeling particularly generous.
Threats. These include enemies, traps, natural hazards, mythos horrors, and so on. While
these may be extremely dangerous, the scenarios are flexible enough to allow the Keeper to
adjust the lethality. For example, if the scenario says that there are six zombies, but this seems
like too much for the investigators to handle, the Keeper can describe them as extremely
decayed and reduce their hit points accordingly. On the other hand, if a trap seems too easy to
find, the Keeper can increase the difficulty of the Spot Hidden check to notice it.
Whenever possible, stat blocks are provided for non player characters, monsters, and
spells, but occasionally the scenario will reference one of the core game books like the Keeper
Rulebook, Malleus Monstrorum, or The Grand Grimoire of Cthulhu Mythos Magic. In these
latter cases, the specific book and page number are provided.
Changes. When the time comes to shake things up, this section comes into play. These
include all manner of changing conditions including plans coming to fruition, timed events,
plot twists, weather events, and even physical changes in the location itself. For example,
a cultist might unleash a monstrous guardian, or a dilapidated structure might become
destabilized by the investigators’ actions, causing a crumbling wall to collapse. Changes
could also include outside events, such as two groups choosing that moment to start fighting
over that location, caring little for anyone caught in the middle.

4
V WARNING V
The Grindhouse series is intended for mature audiences. It embraces the gritty
and often brutal style that was popular in the grindhouse, exploitation, and slasher
films of the 70s and 80s.
The Keeper and players should be aware that these scenarios may contains
situations, scenes, and imagery that some might find intense, particularly if they
have experienced any real life trauma. For this reason, we have provided this trigger
warning, allowing the Keeper to omit certain elements as they see fit. Any potential
triggers are listed on the first page of that scenario.
That being said, no one can predict every possible trigger, and there’s no substitute
for good old fashioned communication between everyone involved in the game. Before
beginning any scenario, the Keeper should sit down and talk with their players,
making the nature and content of this material very clear. Encourage the players to
ask questions, voice concerns, and vote on whether or not the scenario is right for the
group. It may even be a good idea to have a secret vote for the sake of personal privacy.
If everyone agrees to play, it’s suggested that the Keeper give players some way to
end a scene that they find too intense. This can be done using a token or safe word
of some kind, but however it’s done, there should be no explanation required. The
Keeper should simply end the scene and have the group take a break so that they
can resolve the situation.
Possible resolutions could include taking the scene in a different direction,
replaying things differently, or simply ‘fading to black’ with a narrative description
filling the gap. The Keeper should avoid punishing the player when this happens. So
there should be no significant damage or Sanity loss when play resumes.
In an extreme case where someone cannot continue a scenario, the session
should end immediately. At that point, the group can discuss options. The Keeper
may be able to rework the scenario, but it’s also possible that the player may have to
bow out of the game for the remainder of the story, or the scenario may have to be
set aside altogether.
Keepers should note that under NO circumstances should a rape scene of any
kind be included in a scenario. Period. It doesn’t matter whether it makes sense for
the story or not. Don’t do it. This is one of those cases where a deus ex machina
solution is absolutely acceptable.
Remember that role playing games are ultimately about having fun. If anything
in this scenario would detract from that fun, it should be changed or eliminated as
the Keeper sees fit. Whenever possible, alternatives may be suggested in the book,
but of course it’s not possible to take all people and situations into account.

5
Hell Block Five

Gore
Violence
Trypophobia
Hell Block Five
Irongate Penitentiary in Aylesbury, Massachusetts houses some of the most infamous
criminals in the United States, and Cell Block Five contains the worst of the worst. One
night in the summer of 1978, all of the cell doors unlock and slide open, but there’s no
alarm and no guards. Something is very wrong.

Prelude
You’ve spent more years as an inmate at Irongate Penitentiary than you care to count,
and you still have a long stretch ahead of you. You wake to the familiar clunk of the cell
door unlocking, and the rattle as it slides open, along with every other cell door on the
block. Morning bed check.
You habitually roll off your bed, get to your feet and stretch, but it’s still dark and you hear
the general murmur of the other inmates. Talking of any kind at night will get you a week in
solitary, so whatever is going on, it ain’t normal. You carefully poke your head out the door
and see a few others doing the same. There are no guards or alarms. No lights. Not even that
annoying hum from the air vents. It’s utterly quiet.
It’s not as if they could hide somewhere, waiting to jump out and yell “Gotcha!” You can
pretty much see the whole cell block from where you’re standing. Three levels of grated
steel walkways in a hundred and seventy-five by fifty foot room with wire covered skylights
far overhead and the two guard cages on the bottom level. Whether you admit it to yourself
or not, this is the first time in more than a decade that this place made your skin crawl, and
you have no idea why.
Cell Block Five. Irongate Penitentiary was established during the 1920s at the height
of Prohibition to handle the increase in the number of prisoners that resulted. When
prohibition was repealed, Irongate was converted to a maximum security prison to house
the state’s most violent and dangerous criminals. Irongate became infamous as the last
stop for those condemned to the electric chair during the sixties, and still maintains that
reputation up to the present day.
This cell block houses those who are too dangerous to be allowed among the general
population, but have not yet earned a seat in The Chair. The block is divided into three levels
with twelve cells on each for a total of 36 cells in all. At present, they are near capacity with
32 inmates (including the player characters).
The Cells. Each cell has a single bed, a sink, a toilet, and a single window looks east over
the Berkshire countryside. The windows are only a foot wide by three feet tall and covered
with a welded steel mesh. All fixtures are securely bolted down and cells are searched daily.
Naturally, contraband always manages to find its way in, and truth be told, the guards will
often turn a blind eye to minor infractions in order to maintain peace in the cell block.
The Guard Stations. There are two guard stations on the north and southern ends of the
block. The cage door between each station and the cell block is always locked. The outer door is
solid steel with a six inch square bullet-proof window and can only be opened from the outside.
The northern exit leads to the cafeteria, showers, and the processing facilities, while the southern

7
exit leads to the exercise yard surrounded by high chain link fences and topped with barbed wire.
There’s a single gate out of the exercise yard, and beyond that, the outer walls, and watchtowers.
Armed guards have orders to shoot anyone who attempts to pass through the gate.

Objectives
The goal of the characters is to live long enough to interrupt the magic that’s holding Cell
Block Five in the Dreamlands. This may not be obvious at first, but they’ll realize fairly
quickly that they’re not in Massachusetts anymore.

Secrets
An inmate named Elijah Roth is utterly insane. According to the state he’s a sociopathic
serial killer, and that’s more or less true. Beyond that however, he serves the terrifying outer
god Hypnos who is associated with dreams and sleep. Over the course of four years Elijah
began gathering his power with the intention of escaping Irongate Prison through the
Dreamlands. Unfortunately, the ritual went horribly wrong and Elijah ended up pulling the
entire cell block into a nightmarish hellscape.
The Nightmare. It all happened in an instant. Violent gashes in reality shredded most
of the inmates, and all of the guards, in the blink of an eye. Some of the lucky ones died
quickly as their bodies simply exploded in a vain attempt to adapt to the rending of normal
space-time. Others became infested with parasitic entities that use them to move around like
grotesque marionettes. The few that survived this dimensional holocaust experienced it all as
a nightmare that they couldn’t quite remember when they woke up. Of these latter souls, one
or two had their minds pulverized by the experience, and are now hopelessly insane.
Invasive Species. This event has left the way open for many unnatural creatures from
The Nightmare to infect the cell block. Some are harmless, others harmful, and all are
extremely disturbing. Included below are some examples, though the Keeper is encouraged
to make up new ones as they like:

Nightmare Fungus
Huge colonies of bioluminescent violet fungus are growing everywhere. Each is surrounded
by clouds of glowing pink spores, like tiny embers.
[Harmful: These are only a problem if the spores are inhaled. Anyone who gets within a few feet of a
fungal colony must make a Hard CON check or become infected and suffer 1D6 CON loss per hour
until dead. Standard anti-fungal medication can cure the victim if it’s introduced while they still have
at least 20 CON. Seeing this fungus requires a Sanity check (0/1).]
Vile Parasites
Bruise-colored tumorous masses riddled with pinholes grow amongst the fungus colonies,
particularly those in corners. If anyone passes within five feet, a burst of fluid from the holes
covers the victim in pink squirming, worm-like parasites.
[Very Harmful: Anyone sprayed with parasites must make a Hard CON roll to avoid infection. Failure
means that they will lose 2D6 CON every 30 minutes until they die, at which point they become
a Vile Host (see Threats). Seeing these requires a Sanity check (1/1D6), with another Sanity check
(1D4/2D4) if they become infected.]

8
Corpse Flies
These bloated thumb-sized purple flies swarm around all of the corpses. Their buzzing
sounds much like normal flies, but deeper. If anyone looks closely, they can be seen to have
unsettlingly human faces that resemble the face of the corpse upon which they’re feeding.
[Harmless: Like the flies of our world, these are drawn to dead flesh to feed and lay their eggs.
The resulting maggots won’t hatch for a day or two, and this will all be over by then. If anyone
takes a closer look with a Hard Spot Hidden check, they see the faces and have to make a Sanity
check (1/1D6)]
Dream Ooze
A gelatinous purple ooze pours from cracks in the walls and collects on the floor. These
gelatinous masses immediately begin slithering around, seeking out organic matter.
[Harmful: These amorphous blobs are drawn to any organic material (living or dead). Once they make
physical contact, they’ll attempt to envelop and digest it or them (see Threats). Seeing a Dream Ooze
requires a Sanity check (1/1D4), with another Sanity check (1D4/2D4) if attacked by one.]

Cast
Besides the player characters, there are other inmates that are still alive when the scenario
begins. Most of them are listed in this section because they aren’t immediately a threat,
though all of them can be potentially very dangerous. After all, most are violent criminals
who wouldn’t hesitate to kill anyone that stands in their way. The Keeper should feel free
to decide the right number of inmates for the story they want to tell, and omit any they
don’t wish to use.

Blake Lancaster [Cell 017]


Standing around five and a half feet tall, this 34 year old auto mechanic has long black hair,
dark sunken eyes, and his arms are covered with tattoos of racing cars, mechanic tools, and
naked women.
Blake killed four people (including a police officer) during a brawl at a dive bar in Springfield,
Massachusetts. Prior to that, he had been to prison twice for assault and battery. His ex-wife
(Kelly) left him years ago, and he has never seen his twelve year old daughter (Megan).
Blake has a crude sense of humor, and his favorite punchline is “that’s what she said.”
Archie Smith [Cell 018]
This dark-haired man appears to be in his mid-thirties with an average build. His prison
uniform is always immaculate, and his shoes polished. He speaks friendly enough to the
other inmates and has a broad smile on his face that never quite reaches his eyes.
Archie was convicted for the murder of a young girl that he had kidnapped from the
Worcester State Hospital. It was a high profile case, and under pressure from the governor,
the judge threw the book at him.
He is cool, calm, and collected at all times, and despite the fact that he’s not physically
intimidating, most of the other prisoners react to him as the de facto leader of the cell block.
[Secret: Archie is a very successful serial killer from Abattoir, Texas. Ironically, the incident that got
him arrested wasn’t one of his usual pleasure killings. He’d been hired to kidnap the girl by someone
who knew of his extracurricular activities, and in fact Archie wasn’t directly responsible for her death.]

9
Leon Miles [Cell 002]
Leon is an African American man who stands just over six feet tall. He’s strongly built with
a shaved head and a tattoo of a nuclear mushroom cloud on his chest. In his neighborhood
he was known as A-Bomb.
He was convicted of brutally murdering twelve people when he worked as a collector for
the local loan shark. He has a younger sister who moved to California four years ago, and he
hasn’t heard from her since.
Rodney Barker [Cell 001]
Rod is a short stocky man in his mid thirties. He’s heavily tattooed with images of big cats
(tigers, lions, leopards, etc.) and sports a shoulder length mullet. A few years ago he filed his
teeth to sharp points.
After more than a decade in and out of prison for assault and battery, he was eventually
convicted of first degree murder when he killed three men during an altercation at a strip club.
Rod has a quiet intensity that people can feel when looking at him. He speaks with a weird
lisp due to the modifications done to his teeth.
Tyrone Cash [Cell 005]
Known simply as Cash on the cell block, Tyrone is an African American man of above average
build with a large afro and thick sideburns that almost reach his chin. His face and knuckles
are heavily scarred, with the former consisting of a single deep line that travels from the top
of his left ear, across his cheek, and ending at his lip.
Cash was convicted in more than a dozen cases of manslaughter associated with an illegal
back room fight club where people were paid to brutally fight each other for the gambling
pleasure of the local crime bosses. The club was raided after one of the men that Cash beat
to death turned out to be related to a local politician.
Cash has a short fuse and is the only one who is even remotely on par with Archie in the cell
block hierarchy. He has a deep voice that shuts down most other conversations when he speaks.
John Vincent [Cell 021]
Johnny is skinny and of average height. He has a greasy mullet, a long unkempt mustache,
and a tattoo of a wrench on his left arm.
Johnny was known for robbing convenience stores over the course of three years across
Massachusetts, Connecticut, and Rhode Island. He was finally caught when he killed a store
clerk, his wife, and two cops while trying to escape.
He is a weaselly kind of man who finds someone stronger to protect them. In this case,
Johnny serves as Archie’s right hand, and everyone knows it.
Clyde Boon [Cell 008]
Boon is a tall, lean man with a strong, wiry frame. He has short dark hair, sideburns, and
a bushy mustache. His eyes are an unsettling shade of blue that’s almost too pale to be
natural. He has a tattoo of an inverted pentagram on his chest.
Boon is a convicted serial killer who was called “Daniel Boon” by the press due to his habit
of scalping his victims and wearing their hair as a hat. He claimed that he was an agent of
Satan and that the demons told him what to do. Even Archie prefers not to talk to this guy.
Jesse Burns [Cell 013]
Jesse is average height and slightly overweight. He’s in his fifties and suffers from a number
of health issues from arthritis to high blood pressure.

10
Shortly after returning from the war, Jesse was arrested for the murder of five people in
1946. Jesse was drunk and had no memory of the incident and no motive was ever discerned,
but he was convicted of first degree murder and sentenced to life in prison.
Since Jesse is the inmate who has been here the longest, the other inmates tend to leave
him alone. He is quiet, insightful, and he runs the weekly AA meeting at the prison.

Signs
Cell 34. On the third level, cell number 34 has a strange series of symbols drawn on
the floor in blood. They form a circle with a strange pattern of lines and symbols in the
middle. Anyone looking at it must make a POW check. Success means that they see a kind
of distortion (like heat haze) rising from it, and they must make a Sanity check (1/1D6).
If they suffer a bout of madness as a result, they shift into The Nightmare (see below) for
1D10 rounds, appearing as a shadow in the cell block for the duration.
The Book (aka Liber Somniorum). Elijah’s book is lost somewhere in the shadow
version of Cell Block Five. When someone experiences a bout of madness and enters The
Nightmare, they should make a Luck roll. Success means that they see the book nearby.
It’s a thin leather journal roughly six by nine inches and a half inch thick with a symbol
drawn on the cover. If the person finding it has been to cell 34, they can make an Idea roll to
notice that it’s very similar to the symbols on the floor.
The book will be glowing faintly, and a Spot Hidden check will allow them to notice that
various indistinct shadow creatures seem to be moving to avoid it. If they pick up the book,
they’ll be able to take it out with them back to the cell block when they return. If they are
unable to grab it the first time, they can have a Bonus Die to do so next time.
The book contains a great deal of information about the Dreamlands and The Nightmare
which can potentially help the characters escape. Elijah has thoughtfully written most of it
into English, so even a lay person should be able to do something with it.

Liber Somniorum
English, written by Elijah Roth, 1966
This leather-bound book is a kind of dream journal written by Elijah during his exploration of The
Nightmare: a dark reflection of the Dreamlands. In addition to descriptions of the landscape,
creatures, and properties of The Nightmare, the book also contains a number of spells related to
dreams. Anyone who spends an hour reading the Liber Somniorum will learn about one of the
Invasive Species in the cell block (see Secrets). Each spell must be read at least 15 minutes before
trying to cast it. If using the book for reference, they have a Bonus Die on all required rolls.
Sanity Loss: 2D6
Mythos Rating: 22
Study: 28 weeks
Spells: Awful Doom of Cerrit (Grand Grimoire p.34)**, Cloud Memory, Contact Deity:
Hypnos (Keeper Rulebook p.252), Deflection: Dreamlands (Grand Grimoire p.94), Fade*,
Nightmare Gate*, Implant Fear (Keeper Rulebook p.259), Mind Exchange (Keeper Rulebook
p.260), Summon Nightgaunt (Keeper Rulebook p.264)
*See New Spells; **Can only be cast in The Nightmare

11
Elijah Roth. If the characters do a headcount, they can have an Idea roll to notice that
Elijah Roth is missing, and if they searched the cells on the upper level, they can have a
Bonus Die. A Hard success means that they remember him rambling about dreams and
nightmares at some point, and an Extreme success means that they heard him say something
about finally getting out of this place. This should suggest to the characters that Elijah might
just be behind all of this.

Threats
Elijah Roth. Elijah is a serial killer who serves the outer god Hypnos. He appears to be in
his 40s with an average build. He has graying brown hair cut close on the sides and a strange
symbol scarred into his forehead. His arms are heavily tattooed with a strange runic alphabet.
He grew up on a farm in western Massachusetts, and when he was a young boy, his father
accidentally uncovered an ancient stone vault near their home. He sealed the entrance, but Elijah
was exceedingly curious, and would sneak back there to explore whenever he had the time. The
place turned out to be something once called The Vault of Dreams, where an ancient people
would venture into the Dreamlands, and it was here that Elijah made contact with Hypnos.
By his fifteenth birthday, Elijah looked to be in his early twenties. This was due to all of
the time he spent in the Dreamlands, and soon people began to notice the discrepancy in his
age. Things went downhill quickly soon after as Elijah’s madness grew.

HP: 13
Damage Bonus: 0
Build: 0
Move: 7
ATTACKS
Attacks per round: 1
Fighting: Brawl 50% (25/10), damage 1D3 or
by weapon
Fighting: Knife 60% (30/12), damage 1D6
Dodge: 27%
Armor: none
Skills: Listen 40%, Cthulhu Mythos 30%,
Occult 60%, Psychology 55%, Spot Hidden
40%, Stealth 45%.
SPECIAL ABILITIES
Faded: When the Nightmare Gate spell went
Elijah Roth wrong, Elijah cast the Fade spell (see New Spells)
Nightmare Wizard
which makes him difficult to notice as long as
STR 55 he maintains concentration. If anyone notices
CON 70 him, he can make a POW check to maintain his
SIZ 60 concentration. If Elijah is struck or injured, then
he must make a POW check with a Penalty Die to
DEX 55
maintain it. Pointing at him and saying his name
INT 60 will break the spell immediately and draw the
POW 85 attention of The Shadow Man (see Threats)

12
He eventually murdered his parents as an offering to Hypnos, and this began his five year
killing spree over six states. Ultimately it was his parents’ murder that brought him to the
attention of the authorities, which in turn led to his arrest and conviction five years ago.
In prison, Elijah began collecting the power to open a physical gate to the Dreamlands. He
stored the power in his tattoos, which were made using a unique ink of his own creation. Last
night was the New Moon and so Elijah performed his ritual, though it didn’t go quite as planned.
At the moment, Elijah is trying to find a way out, either into the Dreamlands or the real world
beyond the prison walls. He is using his Fade ability to blend in with the other inmates while he
searches for an exit. His tattoos protect him from the various threats in this place, but not those
around him. He will only attack if threatened, but he will do so without mercy, even burning
hit points (see Keeper Rulebook p.176) if necessary. Until then, he will pay very close attention,
and if he hears anyone become even slightly suspicious, he’ll attempt to get rid of them.
The Keeper should remember that Elijah is very smart, and so if he needs to kill anyone,
he’ll try to get them someplace where others can’t see. He could use his magic or he could
simply trick them into getting infected with parasites. Then again, he might just instigate a
fight between his target and another inmate.
Dream Ooze. These translucent masses of ooze are drawn to any organic material that
they immediately begin to digest. They convert food directly into energy and mass. This
means that they grow as they feed, adding half of their victim’s SIZ to their own. For example,
if the ooze has a SIZ of 40 and they digested a man with a SIZ of 50, their new SIZ will be
65 (40+25). Their molecular acid is strong enough to dissolve a person in fifteen minutes.

Dream Ooze Armor: none; cutting and impaling weapons


Disgusting Blob of Eating inflict minimal damage, but they are vulnerable
to fire which causes double damage.
STR 35
Skills: Listen 80%, Stealth 55%
CON 70
SIZ 40* Sanity Loss: 1/1D6
DEX 55 SPECIAL ABILITIES
INT 10 Grab and Hold: This Fighting Maneuver (see
HP: 11; increases as it grows Keeper Rulebook, p.105) is used to grab hold of a
Damage Bonus: 0 victim and immediately begin digesting their flesh.
A successful attack inflicts 1D6 points of initial
Build: 0
damage, and 1D6 points of damage per round
Move: 4 as long as they are in contact. This is exceedingly
*Starting Size painful, and so all actions by the victim suffers a
ATTACKS Penalty Die. In order to break free, the victim must
Attacks per round: 1 make an opposed STR check. Once a victim has
lost at least half of their hit points to a Dream
The Dream Ooze will attempt to grab its prey
Ooze, it means they have lost at least one body
with pseudopods that it extends with alarming
part (Keeper’s discretion).
speed. They must be within five feet to launch
Climb and Squeeze: The Dream Ooze can easily
their attack.
climb vertical surfaces, and even traverse ceilings
Fighting attacks: Grab and Hold 55% (27/11),
with no loss of movement speed. Additionally,
damage 1D6 + 1D6 per round.
they can squeeze through any gap that is at least
Dodge: 27% a quarter inch.

13
Vile Host. This terrifying undead is driven to infect more living hosts with its wormy
parasites. The Vile Host’s skin is translucent like pale latex with countless squirming pin
worms beneath. The creature’s throat bulges like some obscene bullfrog, and appears to be
full of fluid. The Vile Hosts are completely blind and can only find victims through sound.

Vile Host Armor: none; cutting or puncturing a Vile Host


Gagging Parasite Zombie spills worms and fluid onto the floor (see below).

STR 50 Skills: Listen 60%

CON 35 Sanity Loss: 1/1D6+1


SIZ 55 SPECIAL ABILITIES
DEX 50 Grab and Vomit: The Vile Host attempts to
grab the character and puke worm infested fluid
INT 20
on them. Anyone standing directly in front of it
HP: 8
must make a Hard CON roll to avoid infection.
Damage Bonus: 0 Failure means that they will lose 2D6 CON every
Build: 0 30 minutes until they die, at which point they
Move: 5 become a Vile Host themselves.
Slippery: If the Vile Host is cut or punctured,
ATTACKS they’ll spill fluid and worms onto the floor, causing
Attacks per round: 1 everyone within five feet to make a DEX roll or fall
The Vile Host makes a terrible wet gagging prone. Everyone within ten feet must make a CON
sound from its bloated throat as it shambles roll or become nauseous and vomit, incapacitating
around looking for someone to infect. When it them for 1 round.
finds a victim, it lunges for them, but instead of
Burst: When a Vile Host reaches zero hit points,
biting, it vomits a torrent of viscous yellow fluid
it swells and bursts like a water balloon thirty
at them.
seconds later, covering a 20 ft. area with parasite-
Fighting attacks: Grab 55% (27/11), damage infected slime. The area remains slippery (see
1D3 + parasitic vomit (see Grab and Vomit). above) for around an hour, but the parasites die in a
Dodge: 25% matter of minutes.

14
The Shadow Man. This entity is an aspect of Hypnos, but not as the Lord of Dreams, but
the Lord of Nightmares. He appears in the likeness of humanity, with a dark, handsome face
and a long beard in which are entwined dead beetles, flies, and other strange things. His hair
is long and far too black, bedecked with a crown of tarnished bronze. Upon his forehead is
painted a black eye that is sometimes open and sometimes closed. In this visage the Lord of
Nightmares comes to you, hiding his true form from eyes that would recoil in fear should his
true appearance be made manifest.
The Shadow Man will observe from a distance at first, unseen in the background by all
except Elijah. This penetration into the Dreamlands has left a terrible wound in reality, and
he has come to fix it. The Shadow Man will be attracted to the characters for two reasons.
The first is that they’re likely to be the most proactive in the group, and the second is that
Elijah will be near them, listening to their plans. The Shadow Man will sense the power, but
will be unable to specifically locate it.
Once the characters begin to have bouts of madness, they catch glimpses of the Shadow
Man out of the corner of their eye, but as they see more and more of The Nightmare, they
can see the Shadow Man more clearly. The Keeper should describe him looking around as
if searching for someone. Once they spot Elijah, the characters may put the pieces together
and figure out that this entity is looking for him.

The Shadow Man is carried away in a sudden wind. It reforms in 1D6


Aspect of Hypnos hours somewhere in the Dreamlands.

STR 100 Spells: Elder Sign and those related to dreams,


sleep, transformation, and memory, with the
CON 500
Keeper determining spells as needed.
SIZ 90
Sanity Loss: none in human form, 1D6/1D20
DEX 150
in its true form.
POW 400
SPECIAL ABILITIES
HP: 56
Overwhelm Mind: If he is able to successfully
Damage Bonus: +1D4 touch a target, The Shadow Man (spending
Build: 2 10 magic points) causes the victim’s mind to
Move: 9 experience multiple realities at the same time,
Magic Points: 85 provoking a sensory overload. The victim may
resist this mental assault with a successful
ATTACKS
Extreme POW roll; otherwise, they should make
Attacks per round: 1 (unarmed, weapon, or
a Luck roll, with success meaning their mind
overwhelm mind)
has been overwhelmed, causing them to fall
May use unarmed or armed attacks (usually unconscious for 1D10+2 rounds. When they
a sword), or, if revealing its true form, may use wake up, they have gained 1D10+1 points of
its Overwhelm Mind power. Cthulhu Mythos, 1D10 points of Dream Lore,
Fighting: Sword 90% (45/19), damage 1D8 + 1D4 and lost 1D10+3 Sanity points. If the Luck roll is
failed, their mind is unable to shut down in the
Overwhelm Mind: 90% (45/19), see below
face of the overload, causing the instant loss of
Dodge: 75% (37/15) 4D10 Sanity points, as well as the loss of their
Armor: none; May only be affected by enchanted dream personality and memories (they become
weapons and magical artifacts. If reduced to zero a blank slate)—when they wake from a dream,
hit points, Hypnos transforms into gray dust that they remember nothing of the dream.

15
Changes
Wakeup. As soon as everyone wakes up, the scenario begins. Since the event has only
just happened, things start off quiet. At first the characters will only find dead bodies, gore,
and blood. It’s pitch dark except for a few emergency lights mounted near the ceiling.
A search of the cell block will find most of the inmates dead, and several dead guards. The
doors to the guard stations are still locked, and can only be opened from beyond the outer
doors, which are also locked. The Keeper can use the search chart on the map, and either roll
randomly or choose what the characters find if and when they succeed on a Spot Hidden roll,
though it is better to hold off on introducing the Vile Hosts until after The Fall (see below).
A Hard Spot Hidden check will allow characters to notice the purple mold beginning to
grow in the corners or the first few Corpse Flies. An Extreme success means that they notice
the first Vile Tumor (see Secrets).
The Fall. A while later (whenever the Keeper feels is appropriate) everyone will feel a
sensation of falling, and they’ll see fungus blooming near the edges of the cell block. This is
the point where things start to get weird. A number of the corpses are becoming translucent
and their throats are bloating. At this point the characters may encounter their first Vile Host.
Corpse Flies are now plentiful and there are a dozen or so Vile Tumors growing
throughout the cell block.
The Nightmare. The cell block is caught between the real world and The Nightmare, an
inverted dark mirror of the Dreamlands. It looks very much like our world, but everything is
dark, dingy, rundown, and overgrown with mold. The Nightmare exists in an unending night
with violet spores drifting in some intangible current, giving the impression of being deep
underwater. The only sources of light are the bioluminescent fungi that erupt from every
crack and crevice.
If someone arrives in The Nightmare with a light source like a flashlight, it will flicker and
hum, providing only a fraction of the light that it should. Sounds are muffled and the smells
are heightened.
Whenever someone suffers a bout of madness, they will temporarily shift into The
Nightmare for 1D10 rounds where they’ll experience a bizarre version of our world fueled
by their worst fears. These could be conscious or subconscious, but however they manifest,
they will be deeply personal and disturbing. When someone is in The Nightmare Realm, the
Keeper can describe what’s happening, or they can let the player describe it.
While there, the character will lose 1 Sanity point per round, and when they return, they
will have physically aged about 10 years. Every time they enter The Nightmare, their time
there extends by 1D4. For example, if they go there for a second time, their time there will
be 1D10 + 1D4 rounds, and a third time will mean 1D10 + 2D4 rounds.
Once someone reaches zero Sanity points and becomes permanently insane, they will be
stuck in The Nightmare forever.
Leaking. As the nightmare world begins to leak into the cell block, physical things begin
to seep through as well. This is when the Dream Ooze begins running down the walls from
cracks that appeared during The Fall.
The Shadow Man. At some point, the Shadow Man will arrive. This is an aspect of
Hypnos, and he has been drawn here by Elijah’s magic and its effect on the Dreamlands.

17
He is searching for the source but is finding it difficult due to the nature of Elijah’s tattoos
and his use of the Fade.
Escape. There are three ways to return to the real world. One is to destroy Elijah’s
tattoos, which can be done in any number of disturbing ways, from burning, flaying, or
severing his arms from his body. The second way to end this nightmare is to find the Liber
Somniorum and cast the spell that closes the Nightmare Gate, though this will require
two or three people to cooperate. The third option is to draw Elijah to the attention of The
Shadow Man by simply looking at Elijah, saying his full name three times. This will cause
The Shadow Man to appear and immediately drag Elijah into The Nightmare forever. This
last one is dangerous, because the characters will end up seeing The Shadow Man’s true
form, and suffer a brutal Sanity hit.

New Spells
Fade
• Cost: 5 magic points; 1 Sanity point
• Casting Time: 1 round
After a moment of concentration, the caster slightly fades from reality and becomes difficult
to notice. They’re not invisible per se, but they are simply overlooked by those present. This
can create some strange anomalies. For example if the faded person is in a room with five
other people, and someone counts the number of people, they’ll count six. If they list the
names of the people present, they’ll only come up with five names no matter how many times
they do it. If anyone becomes aware that something is amiss, they can make an opposed
POW check to notice the caster. If the caster is in the presence of only one or two people,
they’ll be aware that the caster is present, but they simply won’t think of them. The caster will
be like the kind of visual background noise that people tend to ignore every day. If someone
suspects that there is a hidden entity present, they have a Bonus Die on their POW check.

Nightmare Gate
• Cost: 30 magic points; 1D10 Sanity points
• Casting Time: 30 minutes
This spell resembles the Gate spell; however, it opens a physical pathway to The Nightmare.
When the Gate is created, the maker must know the destination in The Nightmare they
intend the Gate to lead to. The caster must make a POW check to open the way. If they fail,
the gate ruptures and shifts the immediate area to fill the available space (ie. house, building,
prison wing, etc.) or a 500 ft. diameter sphere (Keeper’s discretion). This rupture will close
itself in 2D6 days without magical intervention (see below). If the caster has visited The
Nightmare before (though not necessarily in corporeal form) and knows its relationship to
the real world, they have a Bonus Die on their POW check. Travel through such a gate is two-
way from the Waking World, but things originating in The Nightmare cannot pass through it.
The gate (or unintentional rupture) can be sealed using this spell again, but reversing a
few key words. Anyone reading the spell should make an INT roll to understand this. The
cost for closing the gate is only 30 magic points, 30 POW, and 2D10 Sanity. The cost in
magic points and POW can be divided among several people, but each participant suffers
full Sanity loss.

18
First Night

Dread
Violence
Nightmares
First Night
In the Fall of 1980, a group of college girls decide to spend the night in the mansion
that was recently purchased by their sorority. Unfortunately, their slumber party turns
into a nightmarish fight for survival when they use a witch board and accidentally
summon a terrifying entity from another dimension. Unless they can figure out how
to send it back, none of them may live to see the dawn.

Prelude
The Roth Manor is located West of Arkham, just outside Aylesbury Massachusetts. As the
senior members of Berkshire University’s Pi Delta sorority, you have the privilege of spending
the first night in the newly purchased chapter house.
The manor is beautiful inside and out, consisting of three stories over a raised basement
encased in rare woods and intricate carved ornaments. Impressive fireplaces were brought
in from around the world, and sienna marble columns grace the entrance hall. Stained glass
surrounds five sides of the octagonal mahogany staircase, illuminated from above by a large
octagonal skylight.
The manor’s design is Victorian, but the combination of materials, cast iron galleries
and complex roof system ties it to Chateauesque, a style based on French Revival. Clearly
the architect put his own twist on the style with irregularly shaped stone in multiple colors,
steeply peaked roof lines, sculptural chimneys, Tudor arches, and carvings of animals and
people everywhere.
Everyone sets up their sleeping bags in the library, thoroughly embracing the slumber
party theme. The only exceptions are the house mother Ms. Bates and sorority president
Debra who have both decide to each take one of the upstairs bedrooms. Ms. Bates says it’s
because her back won’t last the night on that hardwood floor, and while almost certainly
true, everyone knows that she absolutely hates the music that the girls listen to these days.
Debra says that she has always wanted to sleep in a canopy bed, but the rest of you suspect
that it has more to do with her thinking that she’s better than the rest of you.
The first few hours are relatively tame, with board games and several spirited rounds of
charades, but once the House Mother goes to bed at 10pm sharp, the real party starts. By
10:30pm, the music is cranked, the cherry schnapps is poured, and a joint is being passed
around. It’s not long before a pillow fight inevitably breaks out in the library to the 1979 hit
My Sharona by The Knack.
During the melee, one of the girls stumbles into the wall next to the fireplace and
accidentally grabs one of the old gas lamps. There’s an audible click and the painting above
the fireplace swings open to reveal a secret cubbyhole behind. Inside is an old, hand-carved
witch board and planchette. As a thunderstorm kicks up outside and the candle lights flicker,
you lay the board on the floor in front of the fireplace to have a better look.
The dark wood is polished to shine, and the planchette looks as if it’s carved of deep
green stone that is so silky to the touch that it’s almost impossible not to caress it.

25
Keeper’s Notes
At this point, the Keeper should have the players describe their characters, describe what
they’ve been doing this evening, and perhaps share their immediate thoughts. There is
every chance that they’ll want to use the witch board, but if everyone is hesitant, they
should all make Hard POW checks to resist the urge to place the planchette on the board
and playfully ask it a question.

Roth Manor. This Victorian mansion was originally built in the late 1880s. It’s particularly
notable for its exterior of sculpted granite, limestone, and sandstone and the elaborate carved
woodwork on the interior. It features a grand staircase to the main entrance, interior bathrooms,
steep pitched slate roofs, and marble fireplaces. The bedrooms all contain four-poster beds,
dressers, wardrobes, and other original furnishings. Unless otherwise stated, the furniture is
covered with white sheets and a thick layer of dust, but there’s no significant mildew or signs
of pests. Of course the Keeper should feel free to add any furniture or household items to the
rooms that would make sense, or perhaps make a scene more cinematic.
Ground Floor. This floor is partially underground, and is often referred to as a half-
basement. This design tends to be more common in southern climates like Texas, but clearly
whoever built this place had a fondness for that particular architectural feature. It’s accessed
from the exterior via steps to either side of the grand staircase in the front.
Vestibule – This entry has a smooth concrete floor with a single step up to the entrance hall.
Entrance Hall (Lower) – The floors here are tiled with what looks like slate that has been
expertly cut into elaborate star-shaped patterns. An open archway to the north leads to a richly
appointed lounge.
Office (Butler) – This ground floor office was evidently used by some kind of butler or
whoever managed the various cleaners and servants that once worked here. Several filing
cabinets stand open and empty, their contents removed some time ago.
Library (Private) – This room is locked, and the characters do not have a key for it. This was
Elijah’s private occult library and it has some exotic tomes, some of which could potentially be
very dangerous (Keeper’s discretion).
Game Room – This room has a beautifully carved billiard table with all appropriate
appointments, including several comfortable leather chairs and a well-stocked humidor.
Wine Cellar – The old wine cellar appears empty, though a Hard Spot Hidden check will
reveal four bottles of exceptional French wine hidden at the back of one of the racks.
Kitchen – This small kitchen was probably used for canning, but doesn’t look like it’s been
touched for many decades.
First Floor. This floor is accessible via the main stairs out front. It is somewhat elevated due
to the half-basement below, with all windows providing a wonderful view of the surrounding
landscape. Unless otherwise stated, the floors are all beautifully polished hardwood.
Entrance Hall (Main) – This hall is dominated by a large oriental rug that really ties the room
together. An ornate chandelier hangs in the center of the hall, and it must look magnificent
when lit, but at the moment it’s dark, looming, and draped with cobwebs.
Directly ahead is the central grand staircase that leads to the upper floors, wrapping around
another equally beautiful chandelier on its way up.

26
The pocket doors to the right open onto a magnificent library, while the ones to the left open
on a luxurious parlor.
Main Library – This wood-paneled library has a large fireplace surrounded in dark green
stone and topped with a black marble mantle. There are a number of leather wingback chairs,
an oak table with four cushioned chairs, and a rolling ladder along the wall to reach the upper
shelves. In the corner is an (unfortunately) empty liquor cabinet.
Even over the ubiquitous musty smell, you can detect the scent of leather, old books, fine
tobacco, and brandy. It’s a room that wouldn’t be out of place in a Sherlock Holmes story... or
a murder mystery. This latter impression is heightened by the painting over the fireplace. The
subject is a middle-aged man in a maroon smoking jacket and a look of smug satisfaction on
his face. In his lap is an open leather book, and in his free hand is a glass of red wine.

Keeper’s Notes
This is the location where the scenario opens, and is easily the most important to the
potential survival of the characters. It features a fireplace on the east wall with a hidden nook
where the characters find Elijah’s witch board. The fireplace has a full set of tools, including
broom, ash shovel, tongs and poker. The latter can make an excellent improvised weapon,
using the Fighting (Brawl) skill and inflicting 1D6+DB points of damage. There are countless
shelves of books in here, ranging all manner of topics from literature to the natural sciences
to the occult. The most important book in the occult section is Elijah’s journal (see Signs).

The Parlor – The lavish parlor has a large fireplace that mirrors the one in the library,
except that it has midnight blue tiles with a black mantle. There are two sofas, several soft
chairs, and a massive bear rug laid out in front of the fireplace that must have been a Grizzly
judging by the size of it. A glass cabinet in the corner contains dozens of mummified cats.
Music Room – The old music room is empty except for a grand piano that is slightly out of
tune, but otherwise in fine shape. The fireplace has pale gray tiles and a large gilded mirror
over a gray stone mantle. A trunk against the wall is packed with sheet music from the 1930s.
Dining Room – This elegantly appointed dining room has an ornately carved table with twelve
high-backed chairs (five along each side and one at each end). An antique sideboard contains
fancy china and silverware with place settings for twelve. One drawer is packed with neatly
folded cloth napkins and tablecloths. There are two glass-paned garden doors on either side of
the fireplace that open into the Solarium, though they are covered with vines at the moment.
Kitchen and Pantry – The kitchen doesn’t have much in the way of modern appliances, with
most of the things in here looking as if they date back to the 1940s or 50s. Most of the food
has been removed, though a search of the pantry will find six dusty mason jars with several
different kinds of pickles and a bottle of fine sherry.
The sink has pipes for running water, but the old hand pump is still in place and surprisingly
still works. It will draw up a gallon of rusty water after about ten pumps. You wouldn’t want to
drink it, but it can be used to flush the toilets (see Bathrooms).

Keeper’s Notes
There are many potential weapons here, including dinner knives (small), carving knives
(medium), butcher knives and cleavers (large). There are also heavy frying pans (1D6+DB)
and one particularly nasty iron skillet (1D8+DB). All of these use the Fighting (Brawl) skill.

27
Bathrooms – The bathrooms here are absolutely gorgeous with massive claw-footed
tubs, brass fixtures, and white tiles on every surface. The toilets don’t have running water,
but will work if you dump a pail of water into the tank before flushing. The bathroom doors
can be locked from the inside with a sturdy slide bolt.
The Solarium – This beautiful glass-enclosed room can be accessed through the dining
room, the kitchen, or the steps at the side of the house.
Overgrown with vines that climb over just about every surface, the doors into the room
are difficult to open. A rusted valve on the wall with an attached hose was once used to water
the plants, and the mechanisms to open the windows won’t work without a good cleaning.
Second Floor. The grand staircase leads up to the second floor hall and Sitting Room
which has eight padded chairs, four side tables, and a coat rack. A single dark wool coat still
hangs on the rack like some relic of a forgotten era.
The Chapel – The old chapel has the strong, bitter smell of some sort of incense. The
altar in the southern end of the room is covered with melted wax that has run over the sides
after several decades of candle burning. A dozen candle stubs of various heights stand on
top of the wax mound.
Two padded wooden benches have been pushed up against the eastern wall, and the dark
tiled floor has an large oriental rug in the center of the room. The old fireplace on the west
wall still has the remains of its last fire.

Keeper’s Notes
Beneath the carpet is a ritual circle that has been painted on the floor. The pigment is deep
red and appears to be slightly metallic. In fact it was made with human blood, various mineral
oils, and powdered silver. An Occult check will reveal that it has something to do with sleep,
while a successful Cthulhu Mythos check will indicate a connection to the Dreamlands.
If any of the characters search the library, a Hard Library Use check will give them the same
information after an hour of searching. Note that this same check could allow the characters
to find Elijah’s Tome (see Signs).
If the characters search the fireplace, a Regular Spot Hidden will allow them to find
fragments of bone among the ashes. A Hard success means that they find a human tooth.

28
Bedrooms – All of the bedrooms are more or less the same, except the one over the library
which is far more ornately decorated. Each has an antique mahogany four-poster canopy bed,
wardrobe, dresser, and trunk. All of the furniture is empty except for the trunks which contain extra
sheets, blankets, quilt, and pillows. The Master Bedroom has all of the same type of furniture,
but a little more elegant. There are a few additional features, including a small bookcase, private
bathroom, and a circular sitting area in the southeast corner with a comfortable chair and
matching side table.
Ms. Bates has decided to sleep in the Master Bedroom, while Debra has selected the bedroom
in the northeast corner to be away from the other girls.
Third Floor. This upper floor was primarily for servants and consists mostly of bedrooms,
a common parlor, some storage, and a small chapel.
Bedrooms – Unlike the bedrooms on the second floor, these are more simply appointed
with simple beds, dressers, wardrobes, and small writing desks.
Chapel – In the southeast corner of the third floor is a small round room that once served
as a chapel for the servants. There is a small padded kneeling stool that faces a simple
wooden crucifix on the wall. Like the other rooms, it has a thick layer of dust and cobwebs.
Bathroom – The servant’s bathroom is small, and far less ornate than on the other floors.
There is only a walk-in shower with no bathtub.
Water Tank – On the north side of the house is a water tank that used to provide water
pressure to the house, but when modern plumbing was installed, it was sealed up. There is
still an access door near the back stairs.
Storage – There is a storage room near the studio and an unfinished attic space in the
northeast corner of the house. These are pretty much empty, unless the Keeper wants to
include something interesting.
Attic. Accessed from a staircase near the third floor chapel, this unfinished attic space
is empty except for dust and cobwebs. All of the windows up here are small and near the
floor. On the north side, three windows look out over the rooftop, while on the south side,
the dormer windows look down on the street in front of the house. None of these windows
can open, and even if they did, it would take a very small person to squeeze through them.

Objectives
The Roth Manor was previously owned by Elijah Roth, a serial killer who serves the outer
god Hypnos. This is a loose sequel to Hell Block Five, but playing the previous scenario
isn’t required to play this one. That being said, it is a good idea for the Keeper to familiarize
themselves with Hell Block Five before running First Night.
Survive The Night. Any of the girls who manage to stay alive for three hours will awake
in their beds, exactly where they went to sleep after the party. The girls who die in The
Nightmare (see Hell Block Five), including Debra and Ms. Bates, will be found dead in their
beds, their faces twisted into visages of absolute terror.
Stop Elijah’s Plan. If the girls find Elijah Roth’s journal in the library, they might be able
to figure out what’s going on (see Signs). If they’re able to decipher and understand the
rituals within, they’ll realize that one (Wake the Dreamer) allows them to bring people from
The Nightmare back to the waking world.

29
If they’re clever enough (or make a Hard Idea roll) they can figure out how to contact
Elijah using the witch board and perform the ritual on him. This will wake him from his
nightmare and immediately return all of the surviving girls to the waking world.

Secrets
Elijah Roth has been trapped in a nightmare prison in the Dreamlands since being captured
by the Shadowman in 1978 (see Hell Block Five). Thanks to his longtime assistant and
protege, Thomas Fields, Elijah has been able to maintain the connection with the nightmare
reflection of his old manor over the last two years.
Elijah immediately sensed the young women staying at the manor tonight, and he immediately
began pressing them to use the witch board. He plans to send his Fetches after them once they’ve
fallen asleep and enter The Nightmare (see Threats). If his Fetches can kill them all, then he
will have accumulated enough power (magic points) to transfer his consciousness into Thomas’
body in the Dream Vault. This process will damn his assistant’s soul to the Nightmare Prison in
his place forever, and with any luck the Shadowman will be none the wiser.
The Keeper should begin running the scenario like a 1980s sorority horror or haunted
house movie, and by the second act things should devolve into a full grindhouse meets Evil
Dead style slaughter fest. Things can (and probably will) go horribly for the characters
depending on how they react to the situation, but if they’re clever and resourceful, there’s at
least a chance that they can make it out alive... with years of therapy ahead of them.

Cast
Ms. Karen Bates. A former national shot-put champion, Ms. Bates is a strict but fair
house mother at the Pi Delta sorority. She gives some leeway to the senior girls, but when
she sets a line that can’t be crossed, that’s it.
She trusts the girls to a point, and so once she’s convinced the girls aren’t going to try and
sneak any boys into the house, she retires for the night. Unfortunately for her, she’s already
dead by the time the rest of the girls awaken in The Nightmare.
Debra Adams. The envy of every girl at Berkshire U, Debra is the president of Pi Delta
Sorority. She’s not very well-liked however, due to her spoiled and narcissistic nature. She’s
not an evil person, but she’s blind to her own flaws and her ego won’t let her admit that she
might have any. The Keeper should play her like the typical mean girl while she’s alive.
Thomas Fields. Elijah’s assistant has been hiding out in the woods behind the Roth
mansion ever since the police searched the property seven years ago. He makes his home
in the Vault of Dreams, a hidden stone vault deep in the woods that allows him to slip
easily into the Dreamlands. This is how he has managed to maintain contact with Elijah
over the years. He’s not likely appear in this scenario, preferring to stay out of sight. If all
the girls in the house die in The Nightmare, Thomas will become the new vessel for Elijah’s
spirit in the waking world.

Signs
Witch Board Messages. The girls won’t know unless they read his journal, but this witch
board is connected directly to The Nightmare. Elijah is cunning and is careful not to tip his

30
hand, but he has been trapped in his Nightmare Prison for a couple of years and he will relish
the opportunity to torment the girls, and if possible, seed enmity between them.
The Keeper should improvise the messages to make them as creepy and effective as
possible, keeping replies short (single word whenever possible) and somewhat cryptic.
If anyone suspects that one of the other girls is moving the planchette, they can make a
Spot Hidden roll to notice that no single person seems to be moving it. A Hard success means
that they notice it moving on its own, which could cause a Sanity check (0/1). Failure means
that they’ll suspect one of the other girls (Keeper’s discretion), even though they’re innocent.
Nightmare Inconsistencies. Once all of the girls have gone to bed and awakened in The
Nightmare, there will be some subtle (and some not so subtle) clues to indicate that they’re
dreaming. The Keeper should feel free to improvise their own based on the actions of their
players, but here are a few examples:
Full Moon – One of the most obvious signs will be the full moon in the sky illuminating
the dense fog around the house. A Natural World check or a Hard Idea roll will allow them
to realize that the Full Moon isn’t for another ten days.
Reversal – A doorknob may appear on the opposite side of a door than where it was in
the waking world. You can use this same effect with anything in the house that isn’t directly
attached to one of the girls.
Blood! – A haunted house classic, the Keeper can have blood appear in some unusual
places such as bubbling up out of a sink, pouring from the water pump, running down a wall,
dripping from the ceiling, or even covering their friend.
Elijah’s Tome (Greek). If any of the girls think to check the large occult section of the
Library, they will find an unmarked black leather bound book. This is Elijah’s Nightmare
journal in which he details many of his murders, how he created the witch board, and the
fact that it’s bound to The Nightmare. Most likely the girls won’t have time for a full reading,
but if they can spend five minutes skimming through it they can learn the following:

• The former owner of the manor, Elijah Roth, was a serial killer who preyed on young
women. He seems to have had dozens of victims over many decades.
• When he was a boy, Elijah’s father sealed up a stone vault near their home and forbade
Elijah from exploring it, but childish curiosity and rebellion ensured that he would return
many times. He calls the place The Vault of Dreams. It was there that here he learned of The
Dreamlands and was first contacted by the elder god Hypnos, the Lord of Dreams.
• His time spent walking in the Dreamlands effected his waking life in strange ways. Most
notably he seemed to be aging more rapidly than those around him. By his early teens most
people mistook him for being in his twenties.
• When he was just 16, Elijah killed his parents, offering them as his first sacrifices to Hypnos.
• Elijah spent five years traveling across multiple states, killing vulnerable women as further
offerings to his god. He would periodically return to Massachusetts to visit the Dream Vault
and commune directly with Hypnos. During this time he learned the rituals contained in
this journal, and he began to practice magic. The spells are all written in Greek, which Elijah
claims to have never studied. As he described it: “It was through Hypnos’ divine gift that I was
granted the ability to fluently read, write, and speak the ancient tongue!”

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• In late 1972 Elijah created the handmade witch board hidden above the fireplace. He used
magicks granted by Hypnos to anchor his dream spirit to the board, allowing his protégé
(whom he does not name, nor mention again in this journal) to contact him directly whenever
he was dreaming. The board will work even with only one participant, but only connects to
Elijah when he is dreaming. If he’s awake, it doesn’t work, though he’ll sense that someone
is trying to contact him with the board.
• By 1973 things were getting too hot, and Elijah feared he would soon be caught by the FBI
agents investigating the murder of his parents. He begins to write about a plan to use his new
found powers to escape the authorities, but doesn’t have the chance to go into any further
detail as his journal abruptly ends here.
• Scattered throughout the journal are several spells, all written in Greek. To cast these spells
successfully requires a Hard Language (Greek) roll since they are written in an older archaic
form of the Greek language.

Threats
Fetches. These undead revenants only
exist in The Nightmare, and they are unable
to leave it. Whenever someone is killed
by a Fetch, they too become a Fetch under
Elijah’s control in 1D6 rounds. They are
cunning and can use tactics to separate the
girls, making them easier to pick off, but they
are quite primal in combat and will never
Dodge, preferring to always Fight Back.
Fetches manifest as horrific parodies of
the people they were in life. They appear
pale, as if some of the color has been washed
out of them, and they move with quick, jerky
movements that aren’t quite human. Their
eyes are milky white and they have a wide,
toothy grin on their face that is all the more
unsettling as they often giggle and laugh to
torment their victims.
When the Fetch approaches its victim,
it will speak with a high pitched voice that
sounds like dry dead skin crackling. If their
victim successfully fights back, the Fetch may revert to their original appearance and plead
(in their former, non-creepy voice) for the person to stop hurting them. If this happens, the
attacker should make a Sanity check. If they succeed, they immediately see through the
deceit, while failure means believing them. Depending on the situation, this could be very
bad news for the victim (Keeper’s discretion).
When the girls first arrive in The Nightmare there are already three Fetches waiting for
them. The two outside in the fog are previous victims of Elijah. One is a thirteen year old

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girl and the other is an elderly and ragged-looking homeless man. The third one haunts
the upstairs of the house, and was formerly Ms. Bates.

Fetch Dodge: N/A (a Fetch will only Fight Back)


Nightmare Revenant Armor: 3 (Undead Fortitude); The Fetch takes
STR 75 damage, but feels no pain. They cannot be knocked
CON 75 unconscious or stunned.

SIZ Varies Skills: Climb 75%, Jump 75%, Stealth 99%


DEX 75 Sanity Loss: 1/1D6 (The loss is 2/2D6 if the
Fetch is someone the victim knew in life.)
INT 35
HP: 13 SPECIAL ABILITIES
Damage Bonus: 1D4 They Just Won’t Die: A Fetch will continue
Build: 1 fighting after being reduced to 0 HP. Even if they
are completely dismembered, their individual
Move: 9
parts will continue to fight as long as possible.
ATTACKS The only way to destroy a Fetch is to burn it after
Attacks per round: 1 reducing it to 0 HP.
Fetches have sharpened fang-like teeth and Walking On Walls: A Fetch can walk on walls
elongated nails on their hands and feet that are or ceilings. They must crawl on all fours to do
hard as stone. so, but move at full speed. Losing a limb means
Fighting: Bite/Claw 50% (25/10), damage 2D4 they also lose this ability.

Changes
The Prank. Debra will insist that three girls use the witch board with her, teasing
them if they seem scared or hesitant. She will have them kneel in front of the fireplace
and spend several minutes calling out to the spirits nearby to commune with them,
occasionally stopping to giggle or make fun of each another. Then, the planchette begins
to move. H-E-L-L it spells out, pausing for a few dramatic seconds before moving to the O
and resting there.
If any player at the board suggests that someone is faking, a Hard Spot Hidden roll from
one of the girls touching the planchette will determine that Debra moved it. Debra will deny
this of course, and insist they keep playing.
After a few more questionable responses on the board (the Keeper should improvise
these based on the questions the characters ask), Debra will stand up suddenly, eyes rolling
back into her head and shaking violently. A few seconds later she collapses onto the floor and
twitches a few more times before her eyes open wide. She points at the nearest character
and croaks her name in a strained voice saying: “I am… coming… for… YOU!!!” The last
word rises from a croak to a scream before Debra starts laughing and rolling on the floor.
“Hahaha… I got you so good!”
As the girls laugh and argue immediately following Debra’s prank, the planchette on
the now unattended witch board slowly slides to GOODBYE. A successful Spot Hidden
will notice this, and require a Sanity check (1/1D3). Debra will not see it, and will assume
anyone who did is just trying to prank her back. After the inevitable argument ends, she
storms off to her room with a bottle of Vodka to drink herself to sleep.

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Sweet Dreams! By 2:00 AM all the girls should be sufficiently drunk, stoned, and/or
tired to call it a night. If any of the girls want to sleep in a room, the Keeper should let them
pick whatever room they like, with the exception of the bedrooms claimed by Ms. Bates and
Debra (see Map Handout). Where they choose to sleep will have little effect on the scenario.
Either way, by 2:30am everyone in the house should be sound asleep.
Rude Awakening! At 3:03 AM the characters are awakened when the doorknob to their
room turns and the door slowly creaks open. Looking towards the door, they see a dark figure
standing in the hall peering in at them. After a moment the figure fades into the darkness.
If any of the girls locked the door to their room, it begins shaking violently as if someone
(or thing) is desperately trying to get in. This will continue until they either open the door or
someone approaches it from outside the room.
As soon as anyone leaves their room, or as soon as the Keeper feels they need to move
things along, there will be a scream of terror from Debra’s room followed by the sound of
shattering glass. Her door is still locked, so anyone wanting to check on her will have to
either pick the lock or break it open. The latter requires two girls with a combined minimum
STR of 100 and at least one Hard STR check from either of them.
Once inside there will be no sign of Debra, but her blanket will be tossed aside as if she
had been sleeping and got up. The curtains will be blowing into the room and a closer look
will reveal that the window has been broken out from the inside.
If anyone looks outside they will see broken glass on the ground below and catch a
glimpse of Debra (who is now a Fetch) running into the dense fog which has enveloped the
house. The night will be eerily lit by the Full Moon (see Signs).
Wake Up, Ms. Bates! If anyone goes to Ms. Bates’ room, they will find her in her bed
with her hands clutching her blanket close with a look of terror on her face. She will not
respond, and on closer inspection is quite cold and stiff. Realizing she is dead calls for a
Sanity check (1/1d6).
If the body is left alone for any length of time after its discovery, it will be gone the next
time someone looks. If not left alone, she will rise as a Fetch (see Threats) after several
minutes pass, attacking anyone in the room before fleeing into the house. If prevented from
leaving by the door, she will leap with uncharacteristic athletic ability to break through the
window and flee into the fog-shrouded night.
Into the Fog. If anyone enters the fog they will find that visibility is limited to about
five feet. A Navigate check is required to find their way back to the house or to the road.
Otherwise, they will become lost in the fog. If they find the road, they’ll notice that it’s made
of a strange black cobblestone. This alien road will lead them back to the house if they wish.
If they try following it away from the house, they will hear Debra cackling from somewhere
nearby as she and two other Fetches (former victims of Elijah) pursue them. Should they escape,
they can either try to make it back to the house (with Navigate roll to find it) or continue away
deeper into the fog. The landscape surrounding the house is also different, and they’ll find no sign
of trees or identifiable landmarks or signs. The bad news is that they are lost in The Nightmare,
but the good news is that they will survive and wake up in their beds at the scenario’s conclusion.
The Keeper should describe the surroundings as disturbingly as possible. They will hear
footsteps in the distance, the unsettling giggles of children, and deep growls. Any trees they
encounter will be dead and covered with a strange purple mold that is faintly bioluminescent,

34
creating little pools of eerie violet light. The ground is spongy with some kind of black moss
that squishes with each step, leaving a momentary impression that quickly fills in behind them.
The Keeper should feel free to embellish in any way they like, as long as it enhances the feeling
of being in a living nightmare. Remember that this place knows what they fear the most.
Lost in the Madness! If any of the girls have their Sanity reduced to zero, they become
forever trapped in The Nightmare. They are immediately drawn to the nearest Fetch and will
not resist as it kills them, creating another Fetch.
The Final Girl. If all but one of the girls are dead, this last survivor immediately gains
50 Luck (Max 99) and a Bonus Die on all actions. She also is no longer prone to bouts of
madness, though she can still lose Sanity. This is meant to simulate the cinematic tendency
for the last girl in these sorts of movies to survive to tell the tale... or find themselves locked
up in a mental asylum.

New Spells
Wake the Dreamer
Cost: 2 Magic Points (self), 5 Magic Points (other)
Casting Time: Instantaneous
Casting this spell allows the caster to instantly return to the real world, awaking suddenly wherever
they fell asleep. It may be cast on another person as well, at a higher magic point cost.
If used in conjunction with the witch board, the spell may be used on Elijah himself. If
successful, the current Nightmare surrounding Roth Manor is dispelled, allowing all living
girls to awaken suddenly in their beds. Roth’s fate in such case is undetermined within the
scope of this scenario, but may be further explored in future grindhouse scenarios.
Create Fetch
Cost: 8 Magic Points; 1D10 Sanity
Casting Time: 1 hour
This ritual begins by inducing a dream state in the victim through use of drugs. Once this
is achieved, the caster must repeatedly recite the appropriate incantation over the sleeping
victim for 30 minutes, during which the victim’s spirit is bound to The Nightmare. The final
30 minutes of the ritual involve slowly suffocating the victim as the incantation continues.
Their dream self will sense and even feel this, but will be completely helpless to do anything
about it as long as the chant is maintained. Once their waking body is dead, their dream
form becomes a Fetch — a tormented nightmare creature of rage and malice with only one
desire: to hunt and kill other dreamers who find themselves in The Nightmare. Their will is
permanently bound to the caster, granting them powerful level of control over the Fetch.
Spirit Anchor
Cost: 10 Magic Points; 1D6 Sanity
Casting Time: Special (see below)
This ritual involves the creation of a scrying device to which the caster will anchor their dream
form, allowing anyone using the device to contact the caster while they are dreaming. This
works both in the waking world and the Dreamlands. In Elijah’s case, he has cast this spell on
the witch board and planchette that he carved for himself. The board is made of a rare South
American hardwood, while the planchette was carved from a single piece of Serpentine.

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The Grindhouse
grindhouse [grahynd-hous] n. – A grindhouse or action house is an
American slang term for a theatre that mainly shows low-budget horror,
splatter and exploitation films for adults.

These aren’t your typical Call of Cthulhu scenarios where some classy, well-dressed
investigator sips tea and pours over leather books in some wood paneled library.

These are burning dumpsters of pure horror where a fleeing private investigator
limps through some filthy back alley on a busted ankle while a howling pack of
mutants try to beat them to death with the limbs of their dead friends.

In other words, these are not for the faint of heart, and are intended for mature
audiences only. Player discretion is advised.

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