Sv-Tales From The Wyrd Book-Spreads-20230821
Sv-Tales From The Wyrd Book-Spreads-20230821
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A Bit About
the Margins
“The words just seem to come alive.”
For many writers, this phrase reflects the pinnacle of inspiration. For
Emelina ‘E.M.’ Colby, they reflect a nightmare. Solemn Vale appeared
to be a perfect haven for the harried author. Her nerves and passion for
her craft frayed from the conflux of Swinging London and a dwindling
demand for her once-lauded phantasies. Renting a cottage, Colby hopes
to relax and regain a bit of the old magic amidst the rustic quietude of
Solemn Vale.
Oh, the magic does return, all right. With the proverbial vengeance.
Scene 3: What to do with Ms. Em? Whether or not Margery reveals what she knows, denizens of the town
begin to mutter about “showing that Colby witch the door” or “seeing
People talk, as they do when confronted with such troubles. Some grum- to her the old-fashioned way.” The actual cultists of the Guiding Star,
ble about their famous outsider. Others link her to the growing plague of the true practitioners of the Coven of Five and the Omega, know that
horrors. A few accuse Ms. Coby of Dark Arts and conjuring the Shadow E.M. Colby is not one of them. That said, the Shadow Folk have invited
Folk intentionally. Rumours place her at the Guiding Star Commune themselves to the Commune, with a few cultists claiming to have taken
revels, though no one who has attended those revels has seen her there. those Folk as lovers. The Red Templars grumble into their drinks about
A few fans or friends of hers worry about Em. Those who go to speak to the sinister outsider but decide she is too famous for them to purge… yet.
her get turned away by her personal assistant, Margery Collins. Because Ms. Colby’s rented quarters lie within Grove Lane properties,
Miss Collins herself seems none too well and her refusals begin to take Constance Blythe feels concerned about the writer’s welfare, if only to
on a frantic, desperate edge. After Colby stops coming into town, Collins safeguard the value of that cottage. As the Shadow Folk grow more in-
runs errands on her behalf. Now Collins is the gaunt and haunted one, trusive and destructive, Solemn Vale denizens grow aggrieved with that
increasingly snappish and evasive when spoken to. That said, a friendly London celebrity and her secretive retreat.
and persuasive character might get through that brittle façade, revealing Other outsiders, accordingly, begin to catch it on the chin. Miss Collins
a harried person nearing the end of her patience with an employer whose receives warnings that she and her employer had “best find new lodgings
good graces are essential in the fractured economy of mid-70s England. elsewhere.” Visiting characters catch similar warnings, especially if they
If a friendly confidante wins her over, Collins reveals Ms. Colby’s de- are associated with E.M. Colby. Between Colby’s hermitage, Collins’ ob-
generation. Margery expected drugs and eccentricity. The nightmarish struction and the hostility of local residents, any character from out of
shadows, eerie sounds, and frantic behaviour from her employer, how- town feels their welcome mat ruthlessly withdrawn.
ever, ran beyond her expectations. Collins needs this job badly, though, All the while, shadows deepen and Shadow Folk pranks grow uglier and
and so will be loath to spill secrets unless she has got reasons to trust more numerous. People familiar with the Elderberry Town series recog-
her confidante. Given the opportunity, however, she has got plenty of nise mainstays from that series – Bramblebeard, Old Goosy, Cheerful
material. Colby has retreated into solitude, locking her door but arguing Thom, Jenny Greene, the Whistler and so forth – among these ‘inklings.’
and pleading with an apparently empty room. She is demanding every Their cute features and whimsical manners contorted in sickening ways.
electric lamp Collins can procure, then keeping them on all night.
This scene actually involves a number of scenes and interludes whose spe-
Margery, reveals the product of Colby’s descent. Piles of wadded-up cifics depend upon the characters chosen, the actions they pursue and the
paper scribbled with dense, incoherent phrases. Some symbols are in- success or failure of those actions. The upshot, though, is this; the Vale’s
decipherable, others frightening and arcane. There are pictures too, half residents grow angry, Colby’s assistant is losing her mind and events speed
drawings. All of this, a story of a woman unravelling. towards an ugly confrontation.
Collins insists that her employer has no access to booze, much less to
other mind-altering drugs. Em has not left her bedroom, not even to
relieve herself, in days. Collins has tried picking the lock and shoul-
dering the door, but she succeeded only in badly bruising her shoulder
and breaking a hairpin off in the lock. Thick black curtains have been
drawn tight across the windows to that room, yet the curtains were
gauzy yellow when the women moved in.
Between fretting about Ms. Colby, the pain of her injuries, her employ-
er’s frantic errands and demands and the unnerving shadows and voic-
es that plague her, Miss Collins has hardly slept in days. Margery will
not say any of this, however, unless she feels safe and protected from
her employer’s retribution. Attempts to wheedle, badger or threaten
her will just stiffen Collins’ silence and reserve.
Emily’s Tale
A History of Silence
The year is 1881. Emily Grover, née Burton, is pregnant for the second
time, after suffering a late term miscarriage during her first pregnancy.
Emily is highly anxious and struggles with resurfacing trauma. Her
husband, Clive, does not appreciate these changes in his wife’s behav-
iour and his lack of support slowly turns to anger and hostility. Emily
flees to her parents after a particularly bad fight, where her mother
admonishes her to be a dutiful wife and return to her husband. As
Emily’s pregnancy advances, Clive’s anger only escalates. More fights
ensue, followed by flights to Emily’s parental home and chastisements
for her to go home.
Finally, fearing for her own safety and that of her unborn child, Emily
decides to buck social mores and leave her husband. She packs what
possessions she can carry, including a bag of expensive jewellery that
served as divorce plan for any woman of the era rich enough to afford it.
She sets out on foot towards the Atlas Mine, in which her parents own
a stake, to meet her friend, Angela Surrey.
Emily’s Tale
mark nichols (Order #40787321)
21
Had all gone as planned, Emily would have booked passage to America
to live in disrepute and freedom. It did not go as planned. Emily gave
Stage Rules
birth in the Atlas Mine. Between obstetrics knowledge in 1881 and the All Scenes: Bearing Witness
conditions in the mine, she was in no condition to continue her flight. Whenever a player rolls a 6 on a Wyrd dice, their character experiences
She gave the baby and her jewellery to Angela and resigned herself to memory flashes or emotions belonging to Emily. The narrator should
waiting for Clive. He did find her, and Emily’s ghost haunts tunnel 3H dole these out carefully, drawing from A History of Silence, so the char-
to this day. Returning to the village, Clive spun the tale to make Emily acters do not piece the truth together after two rolls. These flashes need
appear as an unfaithful wife, with no regard for duty or family, and he not be in chronological order, nor is the narrator obligated to reveal
himself a brave soul for suffering such treachery. No one ever questioned whose memories they are.
his story.
The players may try to deliberately experience a new memory by taking
a point of Wyrd and rolling Invocation (7).
Characters I Am Here: Melancholy Whispers
The characters are amateur treasure hunters, come to Solemn Vale in While Emily specifically targets one character to feel a named emo-
pursuit of Emily’s fortune. Some are zealously dedicated to this pursuit, tion, detailed in the scene, the other characters are likewise affected by
such as historians, professional or amateur, digging through old records a sense of sadness and dread. They must roll Foreboding (6) or suffer
to find Britain’s lost treasures. Others are merely along for the ride, such 1 Soul damage.
as family, friends or possibly graduate students of any historians.
The Grover House & Tunnel 3H: Possession
The narrator should tell the players about Emily Grover, the deceitful
wife who buried a large sack of jewellery in a preparation to abandon As Clive rages and throws items at the characters, he also attempts to
her husband. Local legend insists the treasure remained behind as Emily possess them. The ghost is incredibly adroit, pulling up a storm of knives
fled; which, if any of the characters question this, does seem odd. Still, one moment, then turning around in a possessed body to physically
that is all the characters can find out from a distance and any further punch someone the next. He cannot do both simultaneously though, so
investigation must wait until they arrive in Solemn Vale. whirling around to throw a punch sees all the knives drop to the floor.
Clive can only possess one person at a time. Characters may resist him
Denizens again if he departs and then tries to re-possess them.
Resisting Clive requires a Taint (5) roll. Success means Clive cannot
Emily Grover – Ghost. She haunts the long abandoned mine tunnel possess the character this scene, though he can try again on a different
3H, where she was murdered. She can also manifest in the woods near character or in a new scene.
the Atlas Mine. Emily wants the characters to witness her story.
Failure inflicts 1 Body damage and lets Clive use the character’s body as
Clive Grover – Violent Ghost, trapped in his own past. He haunts the he wills; likely to attack another. The possessed character may take a 1
old derelict house, and his manifestations are all about abusive control Wyrd to redirect a single action, for example punching the wall rather
and power over others. His ties to Emily also allow him to manifest near than a friend. Each time a character is possessed also raises the target to
her in the mine or the woods. resist future possession by a cumulative +1.
Kiera Gardener – Unofficial historian. Teaches literature at Solemn Vale
Secondary School. Knows of Emily and Clive’s history and questions his
version of events. Might aid the characters in their research.
The Surrey Family – Living away from Solemn Vale in the Midlands.
The family have a version of events where their grandmother, Angela
Surrey, never spoke about the origins of the little baby she brought with
her from the depths of Cornwall when she came away to start a new life.
Scene 1: Welcome to Solemn Vale If the players are not together and you are using introductory narratives,
these could be drawn from their backgrounds or their previous adven-
The group arrives in Solemn Vale, though on the way they may encoun- tures. Inserting a little bit of personal information and/or a clue about
ter several minor phenomena and Wyrd clues regarding events to come. the circumstances to come might be a way to encourage character curi-
Consider rest stops on the journey, a hitchhiker in need of a ride, or the osity. This is a treasure hunt after all.
car breaking down to add depth to this scene.
Possible instigators:
Challenges • An old television programme on mysterious lost family treasures.
• A book of unsolved mysteries and crimes.
Navigate to Solemn Vale: Mind or Wits (4).
• A family relative retelling the legend (if one of the player characters
Consequences: Damage 1 Mind for each character that fails.
is a relation to Emily or Angela). If Angela, see Letter to Angela
Someone must either succeed at the roll before the group can arrive in
on p. 32.
Solemn Vale, or all players must fail at navigating there. If the group suc-
• A mysterious client looking to find Clive Grover’s missing estate.
ceeds within the first two roles, the characters arrive in early afternoon
and can choose between staying at the Shrike or Bowler’s Arm, detailed • Clearing out the house of a friend leads to the discovery of an
on p. 264 and p. 74 of Solemn Vale respectively. If more than two rolls old newspaper clipping about the situation (the same newspaper
fail, the group arrives late at night and must take the first hotel it comes mentioned in Scene 2).
across, letting the narrator choose between the Shrike or Bowler’s Arm. • A meeting with the Surrey Family who want to learn about their past.
Failure of this roll is an opportunity for a side quest, or a set of prepared Adding individual motivations for each character will help embed the
introductory narratives for each player. story into their own circumstance. Take a look through the Solemn
Vale source material. Maybe some of the group have other reasons for
If the characters are travelling together, are they being followed? Is there a
travelling there. Some of these might be reasons they share or keep
strangeness about the roads that seem to lead them around in loops? Why
to themselves.
is it always raining, why do the clouds glower down upon them? Use the
opportunity to heighten the unusual nature of their environment until The Shrike, A Strange Book: Taint (5).
someone manages to pass the initial navigation test or make a choice that Consequences: On failure, the character cannot pull themselves away
unlocks the path. Finally, Solemn Vales decides to let them in. from this fascinating, if bizarre, book they find on their bedside table.
They keep reading until someone physically takes the tome from them
and suffer 1 Soul damage as the book is removed. The person who takes
the book is not so affected.
Bowler’s Arm, Dangerous Flirtations: Pressure (to diffuse) or Threat (5).
Consequences: A character draws the romantic interest of either Susan
or Lance, leading to a jealous outburst from another patron. Failing the
roll leads to a brawl, which inflicts 1 Body damage.
Scene 2: Research If they acquire all pieces of information and roll for a seventh they still
take damage if this last roll failed. On a success, the narrator can jump to
The next day, the characters can do additional research now they are Digging for Unofficial Gossip or Finding it on a Map.
physically in Solemn Vale. This is an opportunity to introduce more of
the setting and the characters of the town. Questions could be asked at 1: A newspaper article from 1881 regaling the tale of poor Clive Grover,
any of the prominent locations and at the place they are staying. Most abandoned by his wife Emily, who also stole their family jewellery. The
people will either know a little about the Glover house and might have article carries an undercurrent of scandal and vicious glee, as the Grover
a little knowledge of it being a ‘bad scene’. Gradually, the characters will family was very prestigious. Note: If the narrator used a newspaper ar-
ticle to draw one of the player characters here, it will be the same article. The
be directed toward the town historian, Kiera Gardener.
paper could be torn, meaning we learn more from this copy.
Challenges 2: A second newspaper article from 1881 delving into the angle of Emi-
ly being pregnant. It speculates that she abandoned the baby to a poor
Find Kiera Gardener: Pressure (4), or (5) if the characters were involved house; she was a bad wife after all, therefore also an unfit mother.
in a fight at Bowler’s Arm in Scene 1.
Consequences: The failing character normally takes 1 Mind damage, 3: Emily and Clive’s marriage certificate, which reveals her maiden name
but every third failed roll between the characters replaces this with 1 as Burton. The Burtons, too, were very rich, and owned a stake in the Atlas
mine (the marriage certificate lists her father’s profession as ‘Mine Op-
Body damage as denizens react violently to the continuing questions.
erator’. Kiera can tell the characters more about the mine if they ask her.
The characters must succeed at this roll before someone points them to
4: A doctor’s record of Emily’s first pregnancy, which ended in miscar-
Kiera Gardener, the unofficial town historian, whose records they need
riage. The record is quite dismissive of the miscarriage and characterizes
to find any new information on Emily Grover.
Emily’s grief over her baby as hysteria.
Searching the Official Records: Mind or Logic (6); or Pressure (6).
5: The address of Emily and Clive’s marital home in census records
This may result in a visit to the library, the book shop or another location that should be sealed. The house has stood empty since Clive died
that would provide some information. Photographs of the town in the there in 1921.
past, perhaps a picture of Clive Grover on the town green wearing his
cricket outfit. 6: A copy of the Burtons’ stake in the Atlas Mine. This file also includes
a letter dated in 1880 offering sympathy that tunnel 3H did not yield
The characters should be encouraged to enquire. This is another oppor- anything and needed to be closed and imploring the Burtons to please
tunity to connect the story to the wider context of Solemn Vale, building not withdraw their investment.
up small parts of the town’s mystery.
Digging for Unofficial Gossip: Pressure (7) or (6).
Consequences: Damage 1 Mind; or damage 1 Soul upon failure. The
characters can try to find the information themselves in Kiera’s records, Consequences: Kiera is secretly delighted at the interest the group
which are not organized by the Dewey Decimal system or any other log- takes in Solemn Vale’s history. She is willing to divulge a bit of gossip if
they apply Pressure (7), or (6) if the character plays on their shared love
ical way, with a Mind or Logic (6), taking 1 Mind damage on each failed
for history. If successful, she reveals that contemporaneous letters from
roll. They can also use Pressure (6) to persuade Kiera to look the informa-
other inhabitants of Solemn Vale indicate Clive beat Emily during her
tion up for them, taking 1 Soul damage on each failed roll.
second pregnancy. If not already in play, she may produce the Letter to
The narrator should oblige players if they indicate what kind of infor- Angela (see p. 34). Failing this roll inflicts 1 Soul damage.
mation they are looking for, though the records hold nothing on the
Finding It on a Map: If the characters have some information about the
current location of Emily’s jewels. If the players do not indicate what different locations, they may want to locate them on the map. Mind or
their characters are looking for, the narrator instead picks information at Logic; The Grover house (5), The Atlas Mine (4), Atlas Mine tunnel
will or rolls a D6 and doles out information from the following list. The 3H (6).
group needs to find Emily’s maiden name as Burton to set them towards
If the characters are struggling, Kiera might be able to help, but she does
tunnel 3H in Scene 5. If a random roll leads to information already un-
not have all the information. Better to wait for Scene 3.
covered, the narrator selects the next new information instead.
Consequences: Damage 1 Mind upon failure.
Clive
A Dar k Legacy
A Dar k Legacy
mark nichols (Order #40787321)
37
Characters Denizens
The characters have come to Wellman to find the missing Elizabeth. Elizabeth Wellman – A distant relative of the Wellman family of Solemn
Exactly who they are depends on the wishes of the players and the Vale, she knows nothing of the Omega cult. She learned of Josiah and Mar-
narrator. Here are some possibilities, and the narrator in encouraged tha, and the town of Wellman, while conducting genealogical research.
to choose or adapt them or come up with something else that suits the Imelda Wellman – Imelda never appears in this module, but her influence
gaming group better. is felt nonetheless. The Wellmans are aware of Elizabeth’s research as
A Missing Person – The characters have some ties to the Wellman fam- she recently visited Solemn Vale asking questions. Imelda fed her a few
ily in Solemn Vale, though not necessarily to the Omega cult, and have harmless names and dates intended to point her elsewhere, but one of
been sent to investigate after Elizabeth fails to report back. The Omega them accidentally led to the discovery that part of the family travelled to
in Solemn Vale is not aware of its offshoot in Massachusetts. America and established a town in Massachusetts. Imelda is off-screen for
Damage Control – The characters have been sent to find Elizabeth this module but may act as the characters’ patron (see Characters).
and stop her from pursuing her research further, at least until Imelda Marjorie Wellman Stowecroft – The head of the Omega cult in the
Wellman can assess the situation and decide how to proceed. A second- town, Marjorie runs the Old Wellman House bed and breakfast and
ary objective is for the characters to recover all the information they can sits on the town council. She is pleasant and welcoming on the surface,
about Josiah and Martha, the town, and the present-day Wellmans of expressing mild surprise that anyone should want to visit this quiet little
the town. town and is politely curious about whatever brings them there. If need
An Unexpected Visitor – The characters are townsfolk of Wellman be, she directs the other members of the cult as needed to ensure that the
but are not Omega cultists. They may initially decide to help the visitor existence of the Omega colony remains secret.
form England with her research and the resistance they encounter may Jakob Ayckerman – The town sheriff, Ayckerman is well aware of what
prompt them to investigate further. is going on. He has an uneasy alliance with Marjorie. Crime in Wellman
Protect the Colony – The characters are cultists with orders to ensure is practically non-existent, outside of the cult’s activities. Ayckerman
that Elizabeth does not find out anything about the cult and to send her likes an easy life, so he wants things to stay that way.
on her way unsuspecting. Some adjustment will be needed to the mod- Hannah Gordon – The town librarian and archivist is also a member
ule as written in order to accommodate this. of the local Omega cult. Her job is to maintain the town’s records and
The Letter with the Key – To assist with drawing the characters to the ensure that nothing that hints at the existence of the cult or the colony
town, a letter may have been sent to one of the group who has a con- ends up in the hands of outsiders. She has a few Xeroxed guides to local
nection to Elizabeth Wellman. The plain envelope will contain a small scenic hikes and nature trails, all of which are south of the town and well
metal key. away from the site of the colony. She also has a large collection of glossy
pamphlets advertising attractions in other towns.
Blake Stowecroft – The owner and bartender at the tavern is Marjorie’s son
and another member of the Omega cult. He is another lookout, happy to
listen as visitors tell their stories and report back on any potential problems.
Myron Baxter – The town’s postmaster is a cult lookout tasked with
examining outgoing mail from anyone who gives Marjorie cause for
concern. Myron opens their mail, re-sealing and dispatching anything
innocuous and passing anything touching on the family, the cult or the
colony to Marjorie. Myron hates himself for what he is forced to do. But
his daughter, who moved away and now lives in Boston, is known to the
cult and will be murdered if he betrays them.
Stage Rules A trip to the town library finds it just about to close. Hannah Gordon is
present and willing to help, but also keen to get home. She will turn any
Under Observation – In a scene where characters are being watched by conversation towards tourism and sightseeing, but will note any darker
the locals, the characters automatically fail Foreboding rolls unless they revelations from the characters, delivering them later to Marjorie Well-
lose a point from their Mind, to show the increase in paranoia. man Stowecroft by telephone when they have left.
Hostile Atmosphere (mainly in the town in Scene 1) – The challenge Artie’s Diner is almost empty. An evening meal is available. The owner,
value (CV ) to succeed at Foreboding and Pressure rolls is increased by 1 Artie, recently passed away. His wife, Linda, is in the kitchen. She is
each time a character earns the ire or hostility of one of the other den- planning to sell up and move away.
izens in the scene. Whenever the CV increases, the denizens refuse to
The Wellman Tavern is a popular hangout. Blake Stowecroft will serve
answer the characters’ questions and send a warning to Marjorie when-
the characters, but they may note that he charges them extra compared
ever they get the opportunity. If the CV exceeds 8, the characters may be
to the locals. He will direct questions towards his mother, Marjorie, at
attacked by cult members who outnumber them at least two to one and
Old Wellman House, but will be prepared to set a trap if he can.
taken to the caves to be sacrificed to the Omega colony there.
A visit to the post office will lead to a conversation with Myron Bax-
Vulnerability (mainly in Scene 2) – Something is off about this town
ter. The postmaster is old and tired. He will want rid of the characters
and its inhabitants. Even if the character does not know this herself,
as soon as possible, offering nothing to help them. If by some means
there is a danger that resonates as a spiritual level. Characters may not
the characters persuade or threaten him into revealing anything, he will
even attempt a Soul-based challenge unless they sacrifice a point from
confess to knowing about the letter with the key and will reveal that he
their Body, to demonstrate the great toll this fear takes on them.
reads all of the town’s mail.
Horrible Sight (in the caves in Scene 3) – The sight of Elizabeth being
Visiting the grocery store, the hardware store or any other shop will
absorbed by the Omega colony is grotesque and disturbing. If the char-
gradually increase the general mood of suspicion. The characters will be
acters try to look at or engage with Elizabeth or the colony in any way,
directed towards the hotel.
they must succeed at a Soul-based challenge or attempt to flee the scene,
attacking others if they get in the way. The characters can explore the town and ask after Elizabeth Wellman.
When they ask at the hotel, begin Scene 2.
Wyrd Effect: Alerted – A Wyrd roll of 6 during play causes the Omega
colony to take notice of the character for whom the roll was made. Mar- At some point during the enquiries, Sheriff Jakob Ayckerman will reveal
jorie and the other cultists regard the character, and anyone with them, himself to the characters. He will not intervene in events and will try to
as a threat for the rest of the story. minimise any discussion about what may have happened to Elizabeth.
Scene 3: The Caves Escape from Your Bonds: Obstruction (7), all characters challenge in-
dividually, but all who succeed can help others. Failure means that the
The characters can enter the caves in one of three ways: by tracking cult- character is still bound, but can be freed by someone else.
ists there, as bound captives, or by following the map left in Elizabeth
Consequences: Success allows a character to free themselves and gives
Wellman’s room.
then the choice of helping others escape or fighting nearby enemies.
In the heart of the cave system, they come upon a bizarre sight. The Failure may also alert their captors.
walls and floor of a large chamber are covered by a dense mat of fungus. Face the Dreadful Sight: Taint (8), all characters challenge individually.
It grows like a blanket over the bodies of numerous people, softening
Consequences: Success allows a character to withstand the horror of
their outlines but not quite concealing the occasional bone or skull is
seeing the Omega fungus colony in the act of absorbing Elizabeth Well-
not fully covered.
man. Failure scratches out the character’s Mind and they fall under the
Shackled against one wall and partly covered by the fungus stands a wom- control of the fungus, attacking anyone who poses a threat to it.
an whom the characters can recognise as Elizabeth Wellman. Her face is
Pull Elizabeth Free: Obstruction (8).
blank, her eyes are empty, and her breathing is almost imperceptible.
Consequences: Success allows the characters to pull Elizabeth out of
Upon examination, the characters discover that Wellman’s body is a the fungal mat. Her body is too badly compromised to allow her to sur-
meal and that they have disturbed the feast. Open wounds are filled, the vive, but she may gasp out a few insights before she dies. This may fill in
flesh within, discoloured and gorged upon. any details that the characters may have missed about what is going on.
Any attempt to rescue Elizabeth Wellman from this plight will ulti- She has seen into the consciousness of the offshoot Omega, as no one
mately result in her death (see challenges below). living has been able to. She will speak of this being an offshoot, and will
mention the name of the town, Solemn Vale. The offshoot is trying to
If the characters have not been attacked, or if members of the cult are connect itself to the source. Each life sacrificed strengthens the psychic
alive, they will arrive to confront the characters. reach of the offshoot. It is only a matter of time before it succeeds.
Challenges Failure means that she stays firmly lodged in the fungus. Her eyes fill
with sudden life and fix the characters with a glare of pure hatred as the
Find the Caves: Wits (5). offshoot Omega launches a psychic assault upon them.
Consequences: Success allows the characters to follow Marjorie or an-
Withstand Psychic Assault: Taint (10), all characters’ challenge individually.
other denizen to the caves and deduce that something is going on in
Consequences: Success allows the characters to come through the as-
there. Failure means that the characters have been spotted and the CV
sault unscathed. Failure results in the character taking 3 Mind damage.
under the Hostile Atmosphere stage rule increases.
If a character has Mind scratched out, they become slaves to the Ome-
Find Courage to Explore the Caves: Foreboding (3), all characters’ ga, either attacking any characters who are not yet under its control or
challenge individually. Only applies if the characters reach the caves throwing themselves into the mat of fungus to be absorbed.
on their own.
Withstand Absorption: Obstruction (9).
Consequences: Damage 1 Soul for each character that fails. Failure
Consequences: Success allows the character to resist being absorbed
does not prevent travel but should be used as an opportunity to en-
by the Omega fungus, even if they are under its mental control. Failure
courage roleplay and allow characters to explore the group dynamic and means that spores and tendrils invade their body, binding them physi-
challenge rules. cally to the colony, scratching out both Mind and Soul, absorbing their
Fight Off the Cultists: Threat (7), all characters’ challenge individually. thoughts and memories into the organism’s neural network. Body takes
Consequences: Success allows the characters to escape from the attack- some time to absorb completely. The portal in Elizabeth’s body extends
ing cultists. Failure means that the character is subdued, bound, and toward them and the Omega can use their mouths and voices to address
taken to the caves. anyone in the cave, giving orders to cultists and speaking to other char-
acters in a hybrid of the character’s voice and that of the fungus as it tries
to confuse and distract them with threats and pronouncements of the
Omega’s inevitable victory.
The Wastelands
Down near the lane, where you might have passed by on your way to and
from, that is where the building is. A corrugated metal shack, perched on
top of cinder blocks, as if you could order it from one of the old farm-
goods catalogues.
The land here, near the cliffs, is rubble and waste, burned out and good
for nothing. The wreckage of people’s lives – their hopes and dreams –
lies strewn all over this scorched earth.
People live here. They survive amidst the ruin and discarded waste of
the world. Ramshackle tents and hovels form a crude community on a
mostly disused road. There is a warlord amidst the downtrodden and
the desperate.
Occasionally, the sea claims a vessel as it passes by. The unforgiving
weather and rocks can drive a ship aground. When it does, the cargo
becomes rich pickings for those who have nothing.
The Wastelands
mark nichols (Order #40787321)
49
Stage Rules Wyrd Effect: Psychic Influence – A Wyrd roll of 6 during play indi-
cates that the affected character is now fully under the influence of the
All Scenes: Fungal Infestation – If there is a moment when a character fungus. This occurs in two stages: partial and complete. A character first
might unintentionally ingest the fungus, they must complete a separate becomes partially influenced and then progresses to complete influence
Threat or Wits or Taint (2) challenge at the end of each scene. If they after two separate Wyrd rolls of 6.
fail, they take 1 damage to all abilities (Body, Mind, and Soul).
A partially influenced character remains playable, but their Body, Mind,
The narrator should frame the outcomes in terms of the challenge un- and Soul Traits all decrease by 1.
dertaken. For instance, a successful Wits challenge might involve the
A completely influenced character is still playable, but the narrator may
character covering their nose and mouth as an infested host vomits up a
‘override’ the character’s actions or the player’s decisions as a result of a
clump of fungus. Alternatively, a successful Threat challenge might rep-
Wyrd roll.
resent the character being physically robust enough to resist infestation
when accidentally inhaling a cloud of spores near a colony. Completely influenced characters will follow the words of Father
Clamms as if they are commands from the heavens.
The challenge value is intentionally set low. While meeting the chal-
lenge is straightforward, players should remain constantly aware of the Completely influenced characters are only partially in control of their
fungi’s pervasive presence. own will. They are not fully themselves. Every time the player chooses
to act, an additional Wyrd roll must be made. On a result of 4 or higher,
Russet Shed: Contaminated – Failed challenges trigger a Wyrd roll for
the character acts as the narrator chooses.
all characters at this location.
Independently of the Wyrd Effect, if a character’s Body, Mind, or Soul
The Fugitives: Psychic Deterioration – Failed Mind and Soul chal-
drops to 0 as a result of a russet effect, that character is considered com-
lenges at this location inflict 1 point of Mind damage in addition to all
pletely influenced, as described above.
other consequences. The fungus eats away at characters’ minds, gradually
making them perceive a vivid world of wonder that is not truly there. Wyrd Effect: Subsumed by the Many – A Wyrd roll of 6 in the final
This can be described by the narrator directly or in a coded way. Prepared Wyrd roll of the story causes the character who has been the most ex-
alternative descriptions of warm summer days, bright sunshine, flashing posed to russet, through failed challenges or deliberate action, to have
smiles, and vibrant colours gradually seep into the drab and forbidding their free will evaporate. A selfless thrall to the desires of the drug and
reality of the Wastelands. Father Clamms. The character may or may not retain some amount of
personal will and the narrator should feel encouraged to take control
of that character in a particularly dramatic moment in which to betray
their erstwhile allies.
Note: It is also worth bearing in mind that the effects of the fungus on the
characters can be lasting. This scenario is dealing with the dangers of addiction.
If that addiction becomes part of the character’s own experience, that should
have a lingering narrative effect.
Example Challenges The russet shed has special considerations detailed below.
Approach and Enter the Russet Shed: Foreboding (6) or Taint (7) for
Scene 1: Where Are We? each character.
After getting lost on the road, the characters find themselves at the Consequences: The russet shed is unassuming visually but exudes a
Black Heart pub. sense of psychic dread that is undeniably unwholesome, characters un-
derstand this on a primal level. It is a thing to be feared, not because of
Get to the Pub, Quickly: Pursuit (3). any evil will it possesses, but because of the alien hunger it is incubating
Consequences: An ominous cloudburst catches the characters outside, in the form of the ravenous fungus. Failure in this challenge results in a
alone or together, depending on their concepts, and forces them to take loss of 1 Soul or Mind damage (player’s choice), though characters may
shelter inside. If the challenge fails, all characters suffer 1 Soul damage enter even if they have failed the challenge.
and a cloying humidity and mildew smell clings to them for the remain-
“Oh, My God, People Live Like This!”: Foreboding or Taint (6) or
der of the scene. If the challenge succeeds, there is no harm done and
Threat or Pressure (8) for each character.
Mercy even buys a round as the characters manage to dodge the squall
just before its worst. Consequences: The russet shed is full of drug-users in various stages
of fungus hallucination and psychic domination. It is filthy, in both a
Negotiate a Bargain: Wits or Pressure (4) or Threat (2). human-waste sense and a strange-things-are-growing-here sense. Fail-
Consequences: The characters learn from ‘Bill’ about the strange coun- ure indicates that the character is repulsed by the scene and struggles to
terculture out in the Wasteland. If the characters spend a lot of time with remain inside. They also take 1 Mind or Soul damage.
him, they must perform the Fungal Infestation challenge (see p. 52).
Special: Anyone overtly showing compassion, regardless of the chal-
Gossip with the Landlord: Wits or Pressure (4). lenge test outcome, increases the Wyrd pool for the scene by one; the
Consequences: Success reveals the location of the russet shed and nu- fungus-thralls need help, not punishment.
merous tragic tales of people who have found themselves drawn into Recognise the Russet: Logic or Invocation (8).
its degenerate substance-abuse counterculture. Failure results in Mercy’s
Consequences: Success indicates the character identifies the russet for
warnings against “getting involved with those sorts of people” and may
what it is – a variation of the Omega. This will require prior knowledge
also involve a physical altercation (Threat 4) if the players’ characters are
of the Omega.
stubborn or belligerent.
Determine the Extent of the Infestation: Logic (4) or Taint (6).
Scene 2: Russet Shed Consequences: Figuring out how greatly the fungus has overtaken the
place requires some thoughtful reasoning (Logic) or finding out what
The characters discover the drug den where Clamms’ people ingest their
is where through trial and error (Taint). Failure represents a careless
fungi and let its malignant influence take hold. Seeing its dangerous
mistake that exposes the characters to the debilitating effects of russet,
effects, the characters may try to shut down the otherworldly colony,
causing 1 Soul or Mind damage (player’s choice).
though not all characters may agree.
Purge the Fungi: Obstruction or Invocation (6) or Threat or Logic (8).
Consequences: Kick those clusters apart or render them inert through
sheer force of will! Success performs the purge with no secondary out-
come. Failure results in the destruction of the russet shed colony, but
with some significant drawback as deemed appropriate by the narrator,
as determined by the challenged trait. Example consequences include
being mauled by the mob, becoming infected, being rendered mute by
psychic assault or some other life-altering condition. The people here do
not want their substance of ‘choice’ taken away.
Stranded
The characters have decided to take a bus tour around the coastline
through Southwest England. As the bus makes its meandering way
through small villages, over moors and precariously close to striking
bluffs, the tourists on board alight to take photographs of the scenic
landscapes. On one such stop, very close to Solemn Vale, the bus over-
heats and the driver, Margaret Tucker, explains that she has to wait for
the engine to cool before she can restart the journey.
Left without much to do, the tourists begin to explore the countryside.
Within the first thirty minutes, the characters lose sight of their travel
companions and strange noises begin to emanate from the nearby woods.
At the same time, the Coven of Five is preparing for a ritual to impreg-
nate Amelia Morgan with demon seed. This day is the perfect confluence
of a full moon paired with the summer solstice, something that will not
happen again for another nineteen years. The tourist incursion is either
an irritation or a planned gift from Margaret Tucker. Human sacrifice
will empower the ritual and give it a much greater chance of success.
Stranded
mark nichols (Order #40787321)
61
Locations Characters
Throughout the scenario, the characters will find themselves in the fol- The characters are all members of a bus tour. They are all friends or fam-
lowing locations. Each location has a unique feel to it, and when charac- ily members, who are on holiday together and taking in the sights. Play-
ters enter a new area, be sure to describe it. ers should make characters who know each other and trust each other
enough to want to be on holiday together. The characters will need to
The Moor work together, and though they might not trust the other tourists, they
will need to rely on each other to make it out of this alive.
The bus breaks down at the edge of rolling moors that end abruptly at
the bluffs looking out over the ocean. The sun is high in the afternoon
sky and the sea breeze cuts across the moors, creating eerie sounds as Denizens
it passes over mine ventilation shafts. The nearby woods are dark and There are a variety of Coven of Five characters in the source material.
forbidding, even in the noonday sun. The moors are easy to traverse and Please make use of these in your story. They might be present or, may
little impedes the characters as they travel through the area. have sent this group to do their work.
Vale Copper Mine The ‘Mouth of Hell’ The Coven of Five – Details on the following members can found in the
Solemn Vale core book. Rowan Beech (p. 87), Amelia Morgan (p. 126),
The copper mine has been long abandoned by anyone other than the Phoebe Woodward (p. 160), Johanna Fenmoor (p. 220), and Prof. Ronald
Coven of Five for over a century. Most of its infrastructure has rotted Lumley (p. 237)
away, making it a dangerous place to explore. A green dust covers the
walls and floor of the mine, getting on everything and illuminating the Margaret Tucker – Margaret Tucker drives the bus. She remains behind
footprints of those who pass through. The mine was in operation for to fix the overheated engine, but by the time the characters return she is
hundreds of years before copper became unprofitable. With multiple ac- long gone. Margaret is not a Solemn Vale resident, but it is been on her
cidents and a catastrophic collapse, the mine was eventually shut down. bus circuit long enough for her to have worked out a deal with the locals.
The shafts therefore stretch all throughout the area and cover several While she is not the most suspicious character, the sudden break down
miles, making it easy to get lost within its halls. Strange sounds perme- is a little convenient.
ate the area, sometimes sounding at times like an animal snarling and at Amelia Morgan – Amelia Morgan is the current pick to bear the Prom-
others like the high peal of children laughing. ised Daughter and she believes that sacrifice is the best way to fuel that.
She is in the process of performing a sacrifice to summon the Dark
The Woods Lord to impregnate her when the bus breaks down and the tourists start
investigating the mines. At first, she wants them to just go away, but
The thick foliage creates a dark canopy making the woods cool and dark
she soon realizes that killing so many people at such an opportune time
even in the height of day. Cool breezes make their way from the coast
would both protect the mine and serve as a huge sacrifice to further her
into the woods and rustle the leaves creating a constant white noise.
own ends. See p. 126 of Solemn Vale.
Strange animals lurk within the woods. Here the characters must be
wary of not only the coven attempting to capture them, but also running Johanna Fenmoor – Johanna lives on a nearby farm and works for the
into wild animals, or a sinister denizen, who might attack. Coven of Five. Amelia summons her to help her scare off the tourists.
Instead, she and two of her sons start kidnapping the tourists, bringing
them to the reliquary chamber as sacrificial offerings for the ritual. See
p. 220 of Solemn Vale.
The Ride of
Their Lives
The mothers and fathers of Solemn Vale do look after their children, one
of the rules that gets drummed into the young heads early is not to go
anywhere with a stranger. That goes for the less than savoury individuals
who inhabit the town and it goes double for strange cars. A pity then,
that their elders do not always heed the rules they make for the children.
A phantom car haunts the byways and roads. It shifts in colour, sickly
yellow one day, unwholesome green the next, depending on some unho-
ly internal regimen. The locals may mutter about strangers gambolling
about, but they have no idea that the vast majority of the cars seen tear-
ing down the lanes at night or rumbling through the town proper in the
early morning are in fact the same entity.
The car has a driver, one who will beckon kindly to hitchhikers and oth-
er strangers he runs across. Hugh Langdon has been behind the wheel
since the mid ‘40s and does not appear to have aged a day. In his peaked
cap and tweed jacket, he looks as if he is a gentle codger just out for a
drive, certainly someone who would mean no harm to anyone he picked
up along the way.
The truth is somewhat more sinister.
Thirty-some-odd years ago, Langdon took a drunken wrong turn and Scene 1: Roadside Assistance
sent himself and his car over a cliff. As the waves washed over the flam-
ing wreck of his car; he was offered a bargain by an unseen entity; perish A dust-coloured Austin A90 trundles along one of the many pastoral
as he was, or be returned to life at a cost. Rapidly bleeding to death, he lanes cutting through Solemn Vale. It slows as it passes a hiker, then
chose life and suddenly found himself and his car intact where he had stops. The driver rolls down his window and a conversation ensues, one
left the road. However, the ancient power that had saved him demanded that rapidly escalates in volume before the hiker takes a step back and
certain things, things that could only be taken from the unwilling and the car roars off. As it passes the characters, they get a glimpse of the
the innocent. driver, an older man, neatly attired, but wild-eyed.
Now Hugh and his car flit in and around Solemn Vale, seemingly drop- The characters witness this on what should have been an uneventful
ping in and out of existence. Hitchhikers, stray adults, tourists, the lost evening constitutional. If they hurry over, they may catch the hiker be-
and the lonely; all have fallen prey to his welcoming smile and offer of a fore he ambles off at speed. If they catch him, he is understandably dis-
ride before meeting a bloody end. interested in speaking to more strangers. Still, if pressed he will relate his
encounter. The car pulled over and the driver offered him a lift, which he
The bargain Hugh made is running out. The entity’s appetite has almost considered as it was a long way back home. However, when he hesitat-
been sated, soon he will be called back to the sea for good. Before he ed the driver became agitated, shouting curses at him before suddenly
goes, he will make one last stop. Will it be the characters who accept taking off abruptly. He will also note that the car had a strange smell to
his offer of a ride, one that will lead straight over the cliff edge and to a it that was noticeable once the driver rolled down the window. It was
watery doom? something like the sea at low tide, which contrasted to the immaculate
condition the car was in.
Characters Over the next few days, the characters can keep a watch out for the car
The characters need have no connection whatsoever to Hugh. They can or the driver, to no avail. If they ask around town, they may hear stories
be a group of hikers visiting the town or members of the Solemn Vale of roadside kidnappings and bodies found at the clifftop, but no two
community who just like to take a stroll now and then. What they see tellers can agree on the car or the identity of its driver. The circumstances
should inspire them to investigate, at first, out of curiosity, but then out may or may not be connected and this is an opportunity to inject more
of worry that things could rapidly spiral into out-of-control violence. mystery into the scenario (see the Paranormal Investigators Club section
on p. 116 of Solemn Vale, which also includes their open cases). Most will
ultimately dismiss the whole thing as a set of coincidences, or the local
equivalent of an urban legend.
The Muse
To those who do not live there, Solemn Vale looks like an idyllic holiday
site for some peace and quiet. Far from the usual tourist spots and bless-
ed with sea air, beautiful views and cottages to rent. It draws many who
just want to get away from it all and clear their heads. Among them, this
summer, are the popular glam-rock band Mimsy and the Borogroves.
Led by singer/guitarist Paul ‘Mimsy’ Membury, the band formed in
1967 as a psychedelic group. It had two top-ten singles before finding
their stride in 1971 amid the growing wave of glam-rock acts. Over the
next few years six of their singles charted in the top ten and the group
performed a couple of times on the BBC’s Top of the Pops.
For Mimsy and his songwriting partner, lead guitarist Roger Bingham,
this success was unfulfilling. The glam-rock formula bored them. While
their chart success brought the band fame, fortune, and a legion of ador-
ing teenybopper fans, the music press and ‘serious’ music fans looked
down on chart success as trite and superficial. Longing for some kind of
legitimacy and inspired by Led Zeppelin’s famous 1970 retreat to Bron-
Yr-Aur in Wales, the band has rented the clifftop cottage of Windsong
for the summer. There, they intend to think, write and emerge with a
new musical direction that will transform their chart success into lasting
musical respectability.
The Muse
mark nichols (Order #40787321)
85
To ensure their privacy and prevent a flood of hysterical teenyboppers Scene 2: The Cottage
invading the village, the location of the band’s retreat has been kept a
closely guarded secret. The cottage was rented in the name of a junior The characters arrive at the cottage to find the curtains drawn. Knock-
secretary from the record company’s A&R department. ing elicits no answer and peering in the windows, where gaps in the
curtains permit, allows only vague glimpses of the mess inside. The
After a couple of weeks of isolation their manager takes a group of visi- doors are not locked.
tors “to see if they’ve killed each other yet.” The characters are instructed
to make sure they are behaving and, if not, confiscate any drugs they The cottage is empty, as the band is performing on the town green. Inside
might have from the cottage they are staying at. If the band are messing is an incredible mess, with every surface and most of the floor covered.
around in the village, these handlers need to pick up whatever recorded Discarded clothes are everywhere, along with unwashed crockery, over-
material they can and bring it back to London, otherwise the next album flowing ashtrays, empty bottles and cans, and scraps of paper covered with
is going to be late. Again, recordings should be at the cottage. musical notes and partial lyrics.
On a coffee table, in the middle of the main room, stand two reel-to-
Scene 1: Arrival reel tape recorders and a portable eight-track mixer. Under the table are
stacks of tapes, some of them dated. The dated tapes, all from the first
The characters arrive at the town to find a festival in full swing. A stage
few days at the cottage, are of various recording sessions, frequently
has been set up on the village green with equipment borrowed from the
interrupted by arguments. The undated tapes contain long, sweeping
Rapture nightclub and the band is playing to a rapt crowd. Their music
compositions similar to the music the characters heard in the town.
is reminiscent of the Borogroves’ early, psychedelic style, but at the same
time completely unlike it. It is grand in scale and sophisticated in con- The characters will quickly find everything there is to find in the cottage.
struction. It is more like the classically-influenced progressive rock of They will probably want to return to the town centre and try to talk to
the highbrow concept-album sellers than the driving beats and simple the band (Scene 3).
melodies of the band’s chart successes (Think Phillip Glass, Mike Old-
field, or Pink Floyd). The music has no apparent beginning and no end. Scene 3: The Town
The area surrounding the green is bright with craft stalls and art displays. The festival is still in full swing when the characters return, but they
In front of the Bowler’s Arm, tables have been set up, not all of them may start noticing a more sinister aspect to it. No one can be persuaded
intended for outdoor use, and decorated with flowers and bunting. There to take a break from their creative activities, even for a moment. Many
is an impressive display of cakes outside the tea room. Castles, Dragons are showing minor injuries and signs of exhaustion, but they keep on
and local landmarks have all been rendered in icing and chocolate. with the fervent, helpless intensity of addicts. Worse still, some of the
Outside Beauty and the Beech, Rowan is painting children’s faces and characters begin to feel a strange compulsion to join in, using whatever
creating fantastical hairstyles for anyone who asks. Everyone is clearly skills they possess. The creature behind the festival is feeding off the
having fun. Smiles and laughter are all around. creative energy of the participants and drives them to death unless she
The characters can chat to some of the locals or try to talk to the band. is stopped.
Alternatively, they can ask the way to the cottage (Scene 2).
Almost everyone in the village is gathered around the green for the The Band – Not denizens in the strictest sense, Mimsy and the Boro-
festival. The following denizens are definitely present, but the narrator groves are caught up in the festival as much as any of the locals. Once a
should feel free to introduce anyone else who might make for an in- rowdy quartet of fashionably-dressed young men filled with the love of
teresting encounter. The cottage stands by itself a little way outside the life and the glow of success, Mimsy and the Borogroves are now thin,
town, so there are no immediate neighbours. grey-faced, unkempt and unwashed. They barely register the presence
of others, lost in their music and seemingly unable to make eye contact
Harry Vingoe – Harry is painting a huge mural across the whole front with anyone off the stage.
of the Bowler’s Arm and tells anyone who interrupts him that they can
simply go inside and serve themselves. He seems to have lost all interest Lena – Appearing little different from the crowds of young and beauti-
in running the pub and is completely consumed in his creation. The mu- ful women commonly found around successful rock bands, Lena is sev-
ral is a strange, swirling design, its colours bizarre and clashing. Painted eral hundred years old and not human. She is of a species known in the
using whatever materials Harry has to hand, including all the paints folklore of many countries, faeries to some, vampires to others. Those
from his tool shed, supplemented by brown sauce and tomato ketchup who feed on the emotional energy of creation, inspiring their mortal
from behind the bar. The mural is a vision of the Omega, drawn from the companions to works of genius, at the cost of working themselves to
deepest recesses of his mind. While this will probably not be obvious to death. Attracted by the band’s creative struggles, she came to the cottage
the characters, it may help set the scene for some future story. See p. 76 four days ago and decided to hold the festival on the following day. For
of Solemn Vale. three days and nights now, no one in the town has slept at all and the
band’s members have barely eaten.
Lance Vingoe – Lance is running a makeshift sound booth beside the
stage on the town green and seems lost in the band’s music. He responds
to any interruptions by urging the characters to stop and enjoy the mu-
sic, promising to do whatever they want when the concert is over. See p.
78 of Solemn Vale.
Terror of
the Dekons
Life in Solemn Vale follows paths laid down generations ago, timeless
rhythms of rural English life, flowing down the same rivers season after
season and decade after decade. If people notice these reoccurring pat-
terns, it mostly provides comfort and stability. Even if the outside world
changes, Solemn Vale remains itself.
But like most things about Solemn Vale, these patterns do not look as
comforting on closer examination or under a stronger light.
In the tradition of such folk-horror classics as Penda’s Fen and The Owl
Service, this story reveals generational predestination. The land or Fate,
the Wyrd in short, compels groups of protagonists to live out an eternal-
ly returning drama century after century.
Note: This scenario provides an opportunity to embroil the player characters in
the sinister factional conflict and strife of Solemn Vale. It is pitched at char-
acters who have come from outside and have no direct relationship with the
town and its inhabitants.
Devotees of Weird British news likely recognise the seed of this story in a 2009
news item about a popular television monster character being found in a pond
in Hampshire. If you want to mix this encounter with terms more likely to be
used in reality, then you are free to do that.
Scene 5: Return to the Shoot The Dekon is looking a little worse for wear. The time it spent in the lake
did not do it much good. It has dried out and there is a fair amount of
The production team are set up with a petrol generator and a van in the superficial damage.
car park of the Bowler’s Arm. They have a playback machine in the back
where the characters can take the found footage. It will be relatively easy The moment is somewhat anticlimactic, as it was expected to be. After
to persuade the crew to take a break and let them view it, but it may be Graham and Tarquin step away from the stage, attendees are free to
more difficult to keep what they find a secret. explore the Dekon on their own.
The reels are some forgotten and unused location shots from ‘Terror of Mike Maddison takes keen interest in the prop, evaluating it with a pro-
the Dekons’. Harnworth, playing Belinda, is seen trying to escape the fessional eye, and discussing its potential to create a sensation as part of
creature in various locations around the outskirts of the town. At one a memorabilia collection in the United States.
point, Simon Arscott is seen in the recording. He is persuaded to do a The characters may choose to share their knowledge with Maddison,
little acting. Pointing out where Belinda can find a telephone to contact Tarquin Wellman or Graham Brown. The film footage and serial num-
the Professor. ber verification confirm that the Dekon is an authentic prop from the
Robert Jenkins is also seen in the footage and so is the Dekon. At the television show, increasing its value for everyone.
end of the third reel, he is instructed by someone off camera to stay be- If Maddison is told or shown the verification details, he will be very happy
hind and clear up. He complains and mentions that the Dekon might be and quick to try and make an agreement with Tarquin and Graham. Tar-
too big to fit in his car but is told to “make it work”. quin is a little reluctant, but Graham is keen to take the money and agree.
In the last few frames, Jenkins is seen opening up the back of the Dekon Tarquin says he will have to get permission from his father, Jakob Wellman.
with a key and placing something inside. The film crew will set up in the hall and film people engaging with the
The characters may elect to follow up in the village, asking a few ques- Dekon. Antonia Reading is distributing release forms and organising
tions about what happened to Jenkins after that. individuals for vox pops and interviews. Once they are finished, they will
venture into the town to film a selection of other locations.
Challenges
Challenges
Being Followed: Wits (4).
What’s Your Interest?: Wits (4). The continued presence of the Hollo-
Consequences: Success means the characters notice people following
ways lurking around may draw some attention.
them around town. These Holloways are monitoring the situation, en-
suring people do not find out things they do not want to be uncovered. Consequence: Success means you catch the eye of one of the disapprov-
One of these will be Andy Holloway, sat in his police car. ing Holloway clan. The individual glares at you then leaves the hall.
Supernatural Emanations: Taint (4). There is something here, some-
Scene 6: The Unveiling thing around the Dekon that has a malevolent history.
At noon, it is time. Fans and interested locals converge on the town hall. Consequences: Success means characters quickly dismiss the sudden
chill in the air after the curtain is drawn back. Failure means it continues
This is Graham Brown’s moment. Usually known for running the sports to affect them. -1 on further challenges during this scene.
centre and managing the local football team, once a year he gets to un-
veil the Dekon to the tiny gathering of fans and locals who care about it.
People are shown into the hall. The Dekon is wrapped in a curtain on the
stage. Brown gives a little speech, talking about the significance of the
find and the strange mystery around where it came from. Tarquin Well-
man joins him on stage and after retelling the story of how he found it in
the lake, the two take hold of the curtains and pull them away, revealing
the Dekon.
As the characters leave the town hall, trying to process what they have
found, they will likely be met by Police Constable Andy Holloway. The
night is quiet, and Andy’s voice is stern as he confronts the characters.
They must have been noticed on their way in, and now Andy is here
to question their activities. The characters will be given the option to
‘come quietly’ or their will be a confrontation.
Scene 8: Solving the Crime This is an opportunity to lay out some of the political alliances and fac-
tions of Solemn Vale without being too obvious.
Scene 8 begins when the characters are either a) overpowered by the
Holloways or b) agree to accompany them. Eventually, through a mixture of threats and bribery, Isaac and Andy
will try to enlist the characters help to push through the sale of the
Andy Holloway does not take the group to the police station. Instead, Dekon to Maddison. “Sooner the Vale goes back to being for Vale
they are driven in a police wagon to Moore manor. people, the better.”
Cars are parked at the back entrance of the building. The characters Any questions over what happened when Jenkins disappeared will be
are brought out and lined up against the side of the vehicle. Isaac evaded, but it is clear from the conversation, that Isaac and Andy know
Moore-Hollow then comes out from the house to meet them. what happened (see Robert Jenkins’ bio on p. 110). A clever conversa-
Isaac, a burly man in his forties with a full beard, exudes a commanding tion may reveal some additional information. There are some discernible
presence. Quick to anger, he paces and beats his chest while speaking, weaknesses in their situation. As a policeman, Andy Holloway has a lot
channelling an innate primal fury that has been with him since his youth. of influence, but there are others above him who he does not control.
Now, he is barely containing his rage. He holds out his hand. That is why the characters were not brought to the police station, that
would make it ‘official’.
“My watch, if you please,” he says.
Once the characters have handed over the watch and agreed to help ‘get
If the characters have taken the watch from the Dekon, they may want rid of the problem’, then they will be released and left to find their own
to hand it over. If they do not, or do not have the watch, Isaac will lose way back to their accommodation.
his temper very quickly. This is a man who does not do empty threats.
Violence and murder are mentioned. The characters will be searched and Challenges
if found, the watch will be taken from them.
Fight off the Holloways: Threat (7), all characters’ challenge individually.
“I remember that night. I remember that pisshead Jenkins, laughing it
Consequences: Success allows the characters to fight off Andy Hollo-
up at the bar. I asked him if he’d seen this,” he said, holding up the watch.
way and his people. Failure means that the character is subdued, bound,
“Denied it, of course, but I knew. He was planning to take it back to
and thrown into the back of the police wagon.
whatever shithole he crawled out of and sell it.”
We’ll Come Quietly: Persuasion (4), this is a roleplayed conversation.
Isaac and Andy are keen for the Dekon business to disappear. To start
with, they talk about sending the characters back to steal the prop, stash Consequences: Andy Holloway is inclined to rough up the characters,
it in the wagon and drive it off to be burned. Andy might let slip that he but a little quick talking can smooth the situation. Success means he is
was the one who dropped it in the lake in the first place. However, this agreeable to letting them get in the wagon unharmed.
solution is eventually discounted. The dead tell no tales: Persuasion (3). Isaac Moore-Hollow wants the
matter of Robert Jenkins and the Dekon buried. He briefly considers
murdering the characters.
Consequences: Success means he is quickly talked out of it. Failure
means the same, but the threat remains for later.
Let’s do a deal: Persuasion (4), a chance to get out of a dangerous situation.
Consequences: Success allows the characters to offer a trade. Isaac is
interested in anything that will give him an edge in Solemn Vale. He
wants the Dekon gone so this annual event will end. If the characters
have information and the inclination to push through the sale of the
prop to Michael Maddison, he will quickly agree to letting them go.
Robbie Jenkins (Deceased) – A tech and production assistant on The Bethany Parkhurst – As the wife of a doctor, Bethany has always had
Professor, Jenkins came to Solemn Vale in 1973 for on-location filming. plenty of leisure time. From childhood she has been interested in the
Left behind to tidy up, he got a flat tyre and booked into the Shrike supernatural, legend, and myth. Bethany is a senior member of Paranor-
overnight. After a drunken argument with Isaac Moore-Hollow at the mal Investigators Club and is present in the Bowler’s Arm to meet with
Bowler’s Arm, Jenkins disappeared while walking back to the hotel. The some of her contacts from outside of the Vale.
unrecovered footage from the shoot was forgotten as Jenkins was known Mike Maddison – American fan of the television show. Maddison has
to vanish occasionally and had few friends, so his job was given to an- come a long way to the Vale in pursuit of the Dekon. He is here to buy it
other. Initially, Isaac, Andy, and their associates wanted the incident bur- and take it back to the United States. He lives on a private estate a little
ied. When the Dekon was found, they feared discovery, but now, four way from Wellman, Massachusetts (See A Dark Legacy).
years on, they believe they’ve evaded suspicion.
Gavin Llewes – Key assistant, in charge of sound. Friendly, approach-
Isaac Moore-Hollow – A leading political figure in the Vale, Isaac is able and full of Welsh legendry. He loves the atmosphere of the town,
a ‘cuckoo in the nest,’ a Holloway who took over the Moores through saying it would be perfect for a horror movie.
Donal Moore and Dorothy Holloway’s forced marriage. Isaac embodies Simon Arscott – Simon Arscott is a postman in Solemn Vale. He be-
Dorothy’s ambition to control the Moore family. On April 14th, 1973, lieves that, in 1968, he was abducted by aliens. The gathering of science
Isaac left his watch at the Bowler’s Arm, which Robert Jenkins picked fiction fans in the town every year provides him with a bit of an audience
up. The next night, both drunk, Isaac confronted Jenkins about the to tell his story of what happened. Simon’s bio can be found on p. 96 of
watch, leading to an argument witnessed by Simon Arscott and Isaac’s Solemn Vale.
ejection from the bar. Following Jenkins to the Shrike, Isaac fought and
Simon was also present in the village when they were filming in 1973.
killed him on the road. Isaac called Andy Holloway, and together they
He appears briefly in the found footage from box 1443. He remem-
hid the crime by burning the car and body in the moors. More about
bers speaking to Robert Jenkins in the Bowler’s Arm later that evening.
Isaac can be found on p. 132 of Solemn Vale.
When Jenkins’ car broke down, he extended his stay in the Shrike and
Andy Holloway – Although just a constable within the Solemn Vale got drunk in town. When pressed, Simon may mention Jenkins getting
Police force, there are those in town who are aware that the inspector into an argument with Isaac.
relies on Andy for ‘the nod’. Other television people include Thomas Gareth (director), David
Andy serves as his father’s, Culvert Holloway’s, bagman, yet he recog- Brann (camera), Antonia Reading (assistant), Elizabeth Arnold (pre-
nises the moments when assisting his family can also serve his personal senter). It is quite a small team. They keep together and are unaware that
interests. After the fight between Robert Jenkins and Isaac, Andy ‘tidied their producer has yet to find distribution for the documentary.
up’ Jenkins’ body and got rid of his car. The Dekon was found in the early
hours of the morning and dumped in the lake, only to be rediscovered Conclusions
two months later by young Tarquin Wellman and brought to the town This scenario has an aftermath ending. It is likely the characters know
hall by Graham Brown. See p. 90 of Solemn Vale for more information who killed Robert Jenkins and how the Dekon got to Solemn Vale, but
on the Police Station and p. 92 for more background on Andy. incredibly unlikely the perpetrators of the crimes committed will be
Felicity Harnworth (Deceased) – The well-loved female actor who brought to justice. Instead, the characters are now immersed in the poli-
played the Professor’s companion, Belinda, died in the Summer of 1973 tics of the town, which was the intention, and it is unlikely the prop will
after a short illness. All investigations into this suggest it was an unfor- remain where it is for another unveiling next year.
tunate circumstance and there were no suggestions of anything sinister.
Harnworth appears in the found footage, playing her character as she is
Objects: The Skull
chased around Solemn Vale by the Dekon prop. This is some of the last The backstory behind the skull found in the Dekon is intentionally
work she ever did before getting ill. blank for you to do what you want with it. Perhaps Jenkins found it on
location whilst filming? Perhaps there is something more sinister going
on? The object certainly has a wyrd history, but it is up to the narrator
to determine what that past is and how it may feature in further stories
of Solemn Vale.
Appendix
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