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Sv-Tales From The Wyrd Book-Spreads-20230821

Solemn Vale: Tales from the Wyrd is a fictional story module centered around E.M. Colby, a troubled author seeking inspiration in the eerie town of Solemn Vale. As she grapples with her demons, shadowy entities known as the Shadow Folk begin to wreak havoc, leading to escalating chaos and horror in the community. The narrative unfolds through various scenes, exploring themes of madness, folklore, and the consequences of artistic obsession.

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Mark Nichols
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0% found this document useful (0 votes)
67 views59 pages

Sv-Tales From The Wyrd Book-Spreads-20230821

Solemn Vale: Tales from the Wyrd is a fictional story module centered around E.M. Colby, a troubled author seeking inspiration in the eerie town of Solemn Vale. As she grapples with her demons, shadowy entities known as the Shadow Folk begin to wreak havoc, leading to escalating chaos and horror in the community. The narrative unfolds through various scenes, exploring themes of madness, folklore, and the consequences of artistic obsession.

Uploaded by

Mark Nichols
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
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S O L EM N V A LE

TALES FROM THE WYRD

mark nichols (Order #40787321)


S O L EM N V A LE
TALES FROM THE WYRD

Credits & Content


mark nichols (Order #40787321)
Credits Contents
Published by: Dirty Vortex LLC A Bit About the Margins 4
Creative Director: Mark Kelly Words by Satyros Phil Brucato

Developed by: Matthew Dawkins Emily’s Tale 18


Words by Steffie de Vaan
System Design: Chris Allen, Matthew Dawkins & Mark Kelly
A Dark Legacy 34
Writing by: Justin Achilli, Satyros Phil Brucato, Richard Dansky,
Words by Graeme Davis
Graeme Davis, Steffie De Vaan, Kenneth Hite, Danielle Lauzon &
Allen Stroud The Wastelands 46
Editing by: Karen Fishwick & Allen Stroud Words by Allen Stroud & Justin Achilli

Artwork, Graphic Design & Layout: Mark Kelly Stranded 58


Words by Danielle Lauzon
The Ride of Their Lives 70
Words by Richard Dansky
The Muse 82
Words by Graeme Davis
Terror of the Dekons 92
Words by Matthew Dawkins

Copyright 2023 Dirty Vortex LLC. All rights reserved.


TM
Solemn Vale and Tales from the Wyrd are works of fiction. Any references to historical
events, real people, or real locations are used fictitiously. Other names, characters, places,
and incidents are products of the authors’ imagination, and any resemblance to actual
events or locations or persons, living or dead, is entirely coincidental.

Website: dirtyvortex.net
Itch: dirty-vortex.itch.io
DriveThruRPG: drivethrurpg.com/browse/pub/18892/Dirty-Vortex
Errata, feedback or questions email: [email protected]
Mailing List: https://content.dirtyvortex.net/hexlist

Credits & Content


mark nichols (Order #40787321)
5

A Story Module by Satyros Phil Brucato

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.

Prelude: How Ms. Colby Came to Town


Revealed through an unnerving animated short, a vivacious young wom-
an moves through the clubs and parties of late-60s London. No words
are spoken. As she indulges various chemical and sensual whims, the
shadows around her begin to grin and writhe and dance. Odd creatures
with a dark fae aspect creep unseen at the edges of perception. In a
short but obvious passage of time, those shadows grow larger while the
woman’s revels grow more desperate. As the Prelude ends, the woman
huddles, weeping, on a large yet lonely bed, her shadowy companions
capering with malevolent glee.
The narrator describes this Prelude to the players, using whatever images
or phrases seem to best evoke the atmosphere. No challenges or influ-
ence rolls are involved.

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Scene 1: A Little Peace and Quiet Scene 2: Half-Sensed Deviltry


Slightly older and far more haggard, the woman from the Prelude Those capering figures make their presence known. It starts with sub-
begins popping up around Solemn Vale. Accompanied by a younger tle mischief; the sorts of milk-souring, wallet-disappearing, dog-tor-
woman, the newcomer takes a whirlwind tour of the town. Perhaps menting tricks so familiar from traditional faerie lore. Children awaken
they grab a drink at the Bowler’s Arm or go shopping at the town screaming of ‘little shadow people’ near their beds. Household pets grow
stores. If the characters are locals, they will notice the newcomers tak- increasingly distressed with no discernible cause for agitation. People
ing errands. If they are familiar with the older woman, fans of her note eerie faces and grotesque figures sliding through the margins of
works perhaps, or maybe a literary agent, assistant or distant relation, perception. Disconcerting sights and sounds intrude on everyday life. If
they will know her as E.M. Colby; “Em to my friends, Ms. Colby oth- the characters reside in Solemn Vale, these uncanny distractions blend
erwise”. She is the author of the once-popular children’s book series into the overall weirdness of the Vale. Outsiders feel the presence of
Elderberry Town. these shadow-tricksters more keenly. Especially when valuable things go
missing or disturbing sensations, leering faces, muffled shrieks, phantom
As the characters soon learn, if they did not know it already by way of
fingers caressing skin, bedevil characters with indefinite torments.
their association with Em, Ms. Colby and her tight-lipped assistant
Miss Collins just rented a cottage near the edge of Grove Lane. She Then the mischief intensifies.
hopes the rustic peace and quiet will rouse her flagging spirits and Pets go missing. Children, too. An occasional adult. Body parts appear
inspire an exciting return to form for Elderberry Town. around town, often in cruel, surrealistic jests. Perhaps a flying scalp of
On the surface, Em seems to be chipper, if somewhat reserved. She has hair, eyeballs floating in a meal, a cat’s head mounted as an ornament on
high hopes for the new book and gushes on about the homey atmos- one character’s car or a pair of severed human legs dancing a jig down
phere of Solemn Vale. If she takes a liking to somebody, perhaps her the street at midnight. When denizens and characters attempt to seize
fellow author Emilie Bronner, she may press them for details about these foul trophies, however, the remains vanish the moment no one’s
faerie folklore in the region. Perhaps hoping for personal observations looking at, or holding onto them.
and experiences regarding the Good Folk. Residents of the town might The faces and figures, meanwhile, become more obvious and malign.
realize from such remarks that Ms. Colby is perhaps not the sharpest Children are not the only ones who scream when those apparitions ap-
knife in the drawer. Especially perceptive folk note that her demean- pear. Though still ‘a bit about the margins’ of what people can perceive,
our shields quiet desperation. Truly perceptive characters could notice the entities that certain denizens begin to call ‘the Shadow Folk’ attain
that shadows seem particularly thick around her, regardless of the lo- nightmarish guise. Some people see or hear abusive parents or partners
cal light. The weird faces and capering figures in those shadows must from their pasts, snarling intimate familiar insults or looming over their
surely be tricks of the mind, the light or both. If asked, Em dismisses victim’s beds. Scuttling insects of appalling size manifest suddenly and
the idea. Such talk in her presence earns sharp rebuke and her abrupt then dart back into the shadows. Animal sounds snuffle or scream where
departure from the scene. no animal exists. Those sounds are more horrific if they echo a familiar
animal who has died either recently or, even worse, long ago. Attempts
to capture these entities, either physically or on recording devices, fail.
But although denizens who hold to ‘the old ways’ suspect malign faerie
folk, those who have had personal dealings with the British fae, whether
or not such fae exist in an ‘objective’ sense of that word, may recognise a
more modern element.
As pranks intensify, Ms. Colby appears less frequently in town. Her
appearance and personality become gaunt and haunted. She speaks
abruptly, sometimes cruelly, when spoken to. Those familiar with her
past may suspect a relapse into old addictions. At first, she still visits
the shops and pubs in town, making rough and occasionally nonsensical
conversation as she purchases goods or seeks folklore “for my new story.”
As horrors escalate, however, her visits decline… and eventually cease.

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9

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.

Story Module A Bit About the Margins


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11

Scene 4: An Author’s Danse Macabre


Matters reach a head. Perhaps the wrong child disappears and is
found in pieces. Maybe a Red Templar decides that an old-fashioned
witch-hanging is worth a bit of heat from London. The Shadow Folk
could maul a few too many cultists or the coven may move against this
outside influence. Ms. Collins might break and run, leaving E.M. Col-
by to her fate or Emelie Bronner might tire of perceived ‘competition’.
A friend or fan of Colby might decide to ‘shake her out of it before
she makes a mess of things again.’ Whatever circumstance leads to the
climax; the characters break down the door or windows behind which
E.M. Colby hides.
To find a bright room filled with shadows. Until intruders enter.
E.M. Colby is a wreck. She has not slept, washed or fed herself in a Then the Shadow Folk attack.
week or more. The floor of her room and every flat surface besides, is The resulting bloodbath kills all denizens in the house first, starting
covered in stacked sheets and crumpled balls of writing paper. Each with Miss Collins if she is unfortunate enough to be among them.
page is blackened with scrawls and scribbles and blocks of gibberish Their carnage is drastic and spectacular. Not content merely to tear
and designs. The room seethes with foul smells of rotting food and hu- into the intruders, these inklings mangle bodies in grotesque parodies
man excretions. Colby has dismantled her typewriter and scattered the of a Punch and Judy show gone mad.
keys. She has chewed her pencils, pens and erasers to bits and writes
now in her own coagulated blood. Naked, she has used her clothing, Unlucky characters get drawn into that show, battering denizens and
sheets and towels as writing materials. Her wide eyes host pinprick each other while mouthing obscene taunts and eerie childlike non-
pupils. Her pale skin writhes with words and images cut bloodily into sense. Unless the characters can stop the Shadow Folk, their own
it with pencil points and needles and paper edges and nails and teeth. corpses become material for the Folk’s performance.
All furniture has been dismantled or smashed. Filth and trash strew Killing E.M. Colby is the only way to stop the Folk.
across the room, where over a dozen lamps blast light into every nook
Her shattered mind crafted them. Her broken body is their vessel.
and crevice.
She cannot kill herself but welcomes death by other hands.
Yet still, the shadows dance.
If, or when, a character slays the writer, the shrieking Shadow Folk
E.M. Colby has ripped down the barriers between her best intentions,
swarm into her body as she dies. Their ink-black forms boil in the
her ravenous imagination, and the awful nature of Solemn Vale. The
marks carved into her skin. Her eyes and tongue and blood and fluids
endearing tales of Elderberry Town and the hungry demons of Colby’s
all go black as well, bubbling up and spilling out and draining into the
addictions provide entrance for the dark essence of Solemn Vale. El-
room’s wood floor and every bit of paper and cloth in the place.
derberry’s gentle creatures have transformed in perverse, unspeakable
ways. Maddened, they whirl impossible Danse Macabres around E.M. Including the clothing of the characters.
Colby’s room. Shrieks fade to whispers.
Then to silence.
Black fluids seep from E.M. Colby’s corpse. Floor and furniture, cloth
and papers all stain totally, irreversibly black.
And though the characters do whatever they must to explain the scene
and put things to rights, the eerie pranks of Shadow Folk continue, –
on a small but noticeable scale – to haunt the town of Solemn Vale.

Story Module A Bit About the Margins


mark nichols (Order #40787321)
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Characters Stage Rules


All characters have some stake in the well-being of E.M. Colby. They Scenes 1-3: Shadow Folk – The eerie presence of the inklings and their
could be fans of her books, either living in town or following rumours of ghastly pranks force players who witness these jests to win a Foreboding
her arrival in Solemn Vale. Perhaps she makes a good impression on a challenge or else suffer 1 damage to Soul. The challenge value increases
townie who did not know her until then. One or more may be journalists by 1 each scene (CV 4 in Scene 1, CV 5 in Scene 2, CV 6 in Scene 3) as
looking for a scoop about her wild past and next release, rival authors the Folk grow bolder and their pranks become more gruesome.
or aspiring writers hoping for a break. Agents of her publisher might be Scenes 1-3: Miss Collins’ Wall – Unless a character manages to win her
sent for covert surveillance. A concerned relative or friend has followed over (see below), Miss Collins remains distant and clinical throughout
her here, perhaps. Whatever their origins, most of these characters will the tale. Talking to her about anything but superficial professional con-
not know each other when the tale begins. Their shared interest in E.M. cerns, or getting around Collins to confront her employer, demands a
Colby and her work unites them – for now, and perhaps forever. successful Pressure challenge (CV 7 in the beginning, CV 5 by Scene 3).
All Scenes: We Don’t Like Your Kind – All characters, save long-time
Denizens residents of Solemn Vale, increase the CV of their Pressure challenges
Ms. Emelina ‘E.M.’ Colby – Born in the later years of the Second by 2 each scene, including Scene 4. This penalty does not apply if a char-
World War, author-artist Colby rose to fame during the surge of chil- acter uses Pressure on a fellow outsider. After Scene 1, this pervasive
dren’s books that crested in the 1960s. Fame led to wealth; wealth led hostility lowers the CV by that same amount (to a minimum of 2) for a
to excess; excess led to a career crash and creative paralysis. Hoping to resident character who tries to Pressure an outsider. Amidst such hostil-
shake things off and make a new start, Colby retreats to rural England ity, it is good to have a friend.
for what she hopes will be a new beginning to her best-selling faerie
tales. Portrayed in a style that crosses Arthur Rackham romanticism
with lysergic Seussianism and the rustic cosiness of Beatrice Potter,
Colby’s Elderberry Town series cloaks the demons writhing in E.M.’s
soul. Seeking peace, she finds tragedy instead.
Miss Margery Collins – A scrappy delinquent with literary aspirations,
Collins got street-smart at an early age. Her way with words, plus a ti-
tanic work ethic, pulled her from the gutter. Now set on a writing career,
she won mentorship with Em Colby, whom she swore to protect from
the mentor’s old vices. Protective and wary, Collins is the wall between
her employer and the outside world. As the Shadow Folk surge, however,
that wall begins to crack. Her street-honed instincts might save Collins;
her loyalty to Em may doom them both.
The Shadow Folk – Gross parodies of Elderberry Town figures, these
malign inklings embody Colby’s darker self. Their unnerving fusion of
cuteness and horror render them grotesque. Immaterial until they wish
otherwise, the chilling pseudo-fae slip through the darkness around
town. The more fear they conjure, and the more blood they spill, the
more powerful they become.

A Bit About the Margins


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15

Example Challenges Scene 2: Horrors Accumulate


Bloody Hell!: Foreboding (4 to 8).
Scene 1: Getting Acquainted Witnessing the inklings’ gory pranks forces characters to succeed at
Pardon Me, But Aren’t You…?: Pressure (5). Foreboding challenges. CV ranges from 4 to 8, depending on how grue-
For any character who tries to talk up Ms. Colby without first knowing some, weird, and extravagant the prank in question is. This challenge
her personally. occurs each time a character faces such atrocities.
Consequences: Success means that character gets on Em’s good side. Consequences: Success means the character keeps their wits about them.
Failure leads to her quick departure amidst scathing remarks, raising the Failure costs 1 or 2 Mind, 1 or 2 Soul, or, for especially foul pranks, – 2
CV of further interactions with Ms. Colby by +1 for each failed inter- each from both.
action. Denizens or characters close to Ms. Colby may defend her from Mysterious Whispers: Taint (6).
characters who get on her bad side. Hearing the eerie whispers and jolting screams of Shadow Folk and
Scandalous Rumours: Logic (6). their victims, forces the characters into Taint challenges (CV 6). This
Consequences: If successful, this challenge means the character has challenge occurs every time a character hears such noises, though the
heard about Colby’s tawdry affairs and rampant addictions a few years CV drops by 1 on subsequent events, to a minimum of 3.
back. A failed challenge leaves such things unknown. Consequences: Characters who succeed merely feel disturbed. Each
failure also costs the character 1 Soul, adds 1 Wyrd to the character’s
Bad Ms. Em: Foreboding (7).
pool and triggers a Wyrd roll.
For characters to note the author’s uncanny aura and her effect on near-
by shadows. Sordid Clippings: Logic (4).
Consequences: Failure means they do not spot anything unusual. Suc- Characters who research E.M. Colby at the library may turn up Scan-
cess reveals eerie faces, sounds and figures at the edges of perception dalous Rumours (Scene 1 challenge) with a successful Logic challenge
whenever Colby is around. (CV 4).
Consequences: Failure means the character learns nothing.
Cracking the Wall: Pressure (7).
For any character who tries to ingratiate themselves with Miss Collins Spotting Shadows: Wits or Foreboding (6 to 4).
when the pair first appear in Solemn Vale. This applies even to charac- There is something weird with the shadows. Gradually, the players will
ters who already know Em Colby. She might introduce Miss Collins as have an easier time spotting them the longer they are in town (CV 6 at
her assistant, but Collins remains chilly and professional. the beginning of the scene, CV 4 by the end).
Consequences: Failure maintains Miss Collins’ aloof demeanour. Success Consequences: As with Bad Ms. Em, above, success notes the unnatural
either cracks the façade with good humour, spots common ground with quality of nearby shadows, no longer restricted to Ms. Colby’s presence
her, shared literary ambitions perhaps, or a rough-and-tumble past, or but now spreading across the Vale.
otherwise ingratiates that character into Margery’s trust. Recognising Inklings: Logic or Wits (5).
Characters familiar with the Elderberry Town series may recognise dis-
torted figures from that series in the shadows. To do so requires a Logic
or Wits challenge (CV 5).
Consequences: Success means the character recognises those inklings.
Failure means they do not.

A Bit About the Margins


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Scene 3: Tumbling Walls Possible Scenario-Ending Challenges


Trust Me: Pressure (5). Puppet Show: Invocation (6) to resist.
Characters who try to befriend Collins now have an easier time of it. Inklings control characters, causing chaos. Each character gains 1 Wyrd
Consequences: Success gains entry to Collins’ cottage. Failure strength- from the scene pool.
ens her refusal, possibly making her leave Solemn Vale. Consequences: Failure means that character becomes a flesh-and-blood
Awful Scribblings: Taint (7). Punch and Judy doll until set free by another character’s self-sacrifice.
Characters who find Colby’s discarded pages (possibly with help from Please Kill Me: Wits (5).
Collins) and try to read. Consequences: Success lets the character realize that Colby wants to die.
Consequences: Success costs 1 Soul and disorients the character. Fail- Kill the Witch!: Threat or Invocation (8).
ure costs 1 Soul, 1 Mind, adds 1 Wyrd, and induces fear. Consequences: Inklings do not want their host to die. Success sends her
Talk Sense into Them: Pressure (7) for out-of-towners, (5) for locals. to eternal rest. Failure costs 1 Body or Soul, depending on the method
Ms. Em’s enemies can be dissuaded with a Pressure challenge (CV 7 for the character used to try and kill her, as the Shadows defend their host.
outsiders, CV 5 for locals). If the character also made enemies, the CV YOU Do It!: Pressure (10).
may increase to 9 or 10. Characters convince Solemn Vale’s heavy hitters to take Colby out instead.
Consequences: Success diffuses the impending pitchfork party. Failure Consequences: Failure results in a mob beating (as per the Scene 3
causes the denizens to attach the character(s) instead. challenge, Fight them Off ) before the characters get run out of town.
Fight Them Off: Threat (7). Success has the denizens handle Colby, but all characters still get driven
If things go poorly, the defender faces angry locals. out of town.
Consequences: Success allows the character(s) to fight free with a loss Black as Ink: Taint (6).
of 1 Body. Failure costs a 2 Body beating before other denizens inter- Consequences: As Colby decays, all characters must succeed in a Taint
vene. A character beaten by the mob cannot win locals over again. challenge or else lose 2 Soul, gain 1 Wyrd, and wind up a gibbering
wreck. Success resists these effects.
Scene 4: The Last Danse
Shadow Walls: Obstruction (8) via the door, (6) via the window. Epilogue and Future Story Hooks
Colby’s shadows have secured the room. Breaking down the door de- As noted earlier, the inklings continue to slide through the shadows of
mands an Obstruction challenge (CV 8). Breaking a window is only Solemn Vale. Their pranks decrease in severity and frequency, but their
CV 6. discomfiting faces and disjointed figures remain permanent fixtures of
Consequences: Failing the challenge costs 2 Body from bruises and the Vale, its stories and the lives of people trapped within both.
potential dislocation. The barrier remains intact. Success destroys the A perfunctory investigation from London journalists and Scotland Yard
barrier, which costs 1 Body from impact or glass-shards damage. brings new visitors to the Vale. They depart after brief rounds of super-
Storm of Shadows: Threat (8). ficial questions. Colby’s death, it seems, is more profitable than her life.
Inklings attack! Her publisher and heirs; Miss Collins, if she survived, a friend or two of
Consequences: Failure costs 2 Body per attack; success wards off Body Colby’s if not, certainly think so.
damage until the next attack. The Shadows rip one denizen to shreds As for the Elderberry Town series, it surges in popularity following the
per attack. When they run out of denizens to kill, the attacks continue death of the author, then abruptly, permanently, drops out of print. All
against the characters until all characters either flee the cottage or kill copies of the books soon deteriorate into tattered and illegible ruin. In
E.M. Colby. the years to come, E.M. Colby and her books linger only in vague mem-
ories of her few remaining fans… and in the margins of Solemn Vale.

Story Module A Bit About the Margins


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19

A Story Module by Steffie de Vaan

Emily’s Tale

The characters travel to Solemn Vale on a treasure hunt, but instead


stumble across a tale of old hauntings and domestic violence. Every ac-
tion they take draws them deeper into Emily’s tale; but do they have the
stomach to bear witness as the truth comes out?

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.

Content Warning: Emily’s Tale has themes


of domestic abuse and spousal murder.

Emily’s Tale
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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.

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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.

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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.

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Scene 3: I Am Here Staying at The Shrike


Nighttime. Emily’s ghost visits one of the characters; they are thinking The return journey to the Shrike takes the characters out of town. As the
of her and so she came. day ends, a mist rolls in, limiting visibility in the darkness, and the day’s
warmth evaporates. There is a very palpable sense they should not be here.
Staying at the Bowler’s Arm As the gravel road winds higher and higher, the occasional illumina-
A quiet evening where it gets dark quickly, as the characters return to tion from headlights and flickering lamps reveal the sheer drop over the
their place of residence. If this is the Bowler’s Arm, Harry Vingoe may cliffs. This is a dangerous journey to be making so late. Shadows play
ask them about their business. If the conversation remains unrevealing, tricks on drivers, passengers and walkers, as if there are people standing
the narrator may take the opportunity to try and feed the characters by the edge of the road, silent witnesses to their journey.
some Omega, through Harry’s carefully brewed ales. This will instigate Emily Glover will be seen standing out here by one of the characters.
some sensitivity to the supernatural. She is by the road in a dressing gown, with bare feet. This is only a
glimpse. No one else sees her. Look again and she is gone.
As Emily’s presence begins to manifest in the early hours of the night,
some of the characters will find themselves affected and drawn into their Arrival at the hotel is like finding an oasis. Marjorie Elder remains at
own personal nightmares. The narrator should look to craft individu- her desk, greeting her lodgers with tired kindness. The sleepy warmth of
al encounters that relate to character back stories and baggage. What the reception and comfy chairs in the lounge are a welcome respite from
should be notable is that: the gathering menace of the outside. After a little conversation, people
retire to their rooms.
1: Only the player characters become involved in the disturbances.
Sleep comes quickly to those who seek it. Exploration reveals strange
2: The doors and windows of the Bowler’s Arm are locked. The characters
indecipherable books left in each room. There might be an item or two
cannot leave.
missing from a suitcase if things have been left unattended.
3: Any attempt to communicate with the outside, using the phone, or As with the Bowler’s Arm, when Emily’s presence begins to manifest in
some other means, fails. the early hours of the night, some of the characters will find themselves
In the morning, these events will be explained away by Harry as being affected and drawn into their own personal nightmares. The narrator
some sort of dream. “We get that a lot with visitors, sleeping in a strange should look to craft individual encounters initially that relate to charac-
bed on their first night.” ter back stories and baggage.
What should be notable is that:
1: Only the player characters become involved in the disturbances.
2: The doors and windows of the Shrike are locked, except for a route out
to the edge of the cliffs. Anyone going out there might hear footsteps on
the gravel and a trick of the light may reveal a figure standing right on
the edge of the drop.
3: Any attempt to communicate with the outside, using the phone, or
some other means, fails.
The main encounter with Emily will happen to one character and may
also be a combination of a dream and reality. Emily’s presence felt more
than physically seen. Emily is not initially violent, though she may be-
come so depending on the character’s reactions. At no point does she
speak, but she does instil her own emotions into the character; fear, be-
trayal and struggling for breath as hands close around her throat. This
scene aims for haunted and spooky and hopefully allows the characters
to realize the ghost is Emily and she never left Solemn Vale.

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Challenges Scene 4: The Grover House


The Melancholy Whispers stage rule takes effect here. The next morning, the characters visit the Grover house in search of
Emily visits only one character, in order of her preference: Emily’s truth or, if they are still focused on that, her jewellery. They can
obtain the address from Kiera Gardener, or a town map, in Scene 2.
1. Foreboding (7). Emily’s Descendant.
The house is set apart from others on the street. The older architecture and
Consequences: On a success, the character feels a deep connection to
design might have been a feature if they had been kept in a good state, but
Emily. They instinctively know that Emily feels protective towards them
decades of neglect have left their mark on the wood and stone. The garden
and would never harm them. Any attempts to invoke a memory per is overgrown and clogged, the path to the front door, difficult to determine.
Bearing Witness still requires taking a point of Wyrd, but only Invo-
cation (6). Failing this Foreboding roll, however, instils 2 Soul damage.
Challenges
2. Invocation (7). Character who identifies most with Emily’s Story. Any
The Possession stage rule takes effect here.
pregnant character or the woman (cis or trans) with the highest Wyrd.
Consequences: On a success, the character feels kinship towards Emily. Appraise the House: Mind or Logic (5).
They sense she ran away out of fear and a need to protect someone. When Consequences: The house has been abandoned for nearly a century,
the character next suffers damage, Emily appears to shield them from so the signs of neglect are palpable. However, a success reveals evi-
harm on a failed Mind roll, whispering soothing sounds on a failed Soul dence of violence. Items smashed, gouges and tears in the very fabric
roll, or even interposing between the character and the threat on a failed of the building. Clive’s ghost smashed the place up badly. Characters
Body roll. Failing this Invocation roll, however, instils 2 Soul damage. can further roll Foreboding (7) to glean that. Failing the Mind/Logic
roll incurs no damage but failing the Foreboding roll briefly exposes the
3. Taint (7). Character with greatest propensity towards violence.
character to Clive’s impotent rage and 1 Soul damage.
Consequences: The character feels rising anger, their hands balling into
fists as they seek to exert control. On a successful roll, they push this Explore the House: Obstruction or Threat (7) during daytime, or (8)
feeling down and win some of Emily’s trust. She warns them of Clive’s after dark.
impending attacks if the group explores the Grover house in Scene 4, Consequences: Clive begins his attack, as he did with Emily, by lock-
reducing damage for a failed roll by 1. Failing the above Taint roll, how- ing the doors and closing the window shutters. He then escalates to
ever, causes 2 Soul damage. throwing items at the characters at high speed or even appearing to
punch them. He initially targets only the women, but finally works up
At the end of this scene, if the characters do not have a clear idea of the the courage to attack the men too. All characters must roll to dodge his
locations, the visited character will have a motivation and instinctive attacks, suffering 2 Body damage on a failed roll. If the characters suffer
knowledge of how to find the Grover house (Scene 4). subsequent rounds of attack, from failing to escape or spending time
The next morning, everyone will awaken warm, relaxed, and comforta- searching, these additional attacks cause 1 Body damage.
ble. The sea air and beautiful views outside make the Shrike a wonderful Escaping the House: Obstruction (5) or Wits (6).
place. It will be with the greatest reluctance that the characters choose
Consequences: Clive locked the doors and shutters, requiring a character
to leave and continue their investigation.
to either bash down such an obstacle or pick a lock. Success allows the group
Note: Players may choose to not play the following scenes in the order described. to escape, while failure lets Clive unleash another round of violence on them
The narrator should be aware of what is coming in each scene to ensure deliv- per Explore the House. This repeats until the characters manage to escape.
ery of the most captivating story and not miss any vital information.
Search the House and Grounds: Wits (6).
Consequences: Success reveals nothing of interest to be found; neither
jewellery nor Emily. Failure yields no information, requiring another roll
if the characters want to be sure they did not miss anything. Every roll
spent searching allows Clive to attack as per Explore the House.

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Scene 5: Tunnel 3H Epilogue and Future Story Hooks


The characters visit tunnel 3H of the Atlas Mine in search of Emily’s Both ghosts disappear if the characters witnessed Emily’s tale; Emily goes
truth or, if they are still focused on that, her jewellery. They can obtain peacefully to whatever comes next, while Clive fades as he is stripped of
the address from Kiera Gardener or a town map, in Scene 2. power. If the characters chose not to witness Emily’s truth, Emily quietly
wilts, while Clive remains emboldened. If Clive previously possessed a
Challenges character, triumph fortifies him; he can now attempt to possess them an-
ywhere in Solemn Vale, so long as it is dark.
The Possession stage rule takes effect here.
If any of the characters are descended from Emily, and can prove it, they
Witness Emily’s Truth: Invocation (7), take 1 Wyrd from the scene pool.
stand to inherit both the Grover house, still haunted if Clive remains,
Consequences: The character experiences Emily’s history, from her joy
and the Burtons’ stake in the Atlas Mine. This allows them to become
at marrying Clive to his hands around her throat as she died. She shows
permanent residents of Solemn Vale and possibly prompts them to in-
them her panicked flight, the love she felt at holding her baby and the
vestigate the mine.
heartbreak at giving the child to Angela. As the tale spins out, however,
the characters feel an overwhelming sense of relief and peace emanate If the characters remain focused on Emily’s missing jewels, they can
from Emily as she is finally acknowledged. If any character is Emily’s return to Kiera Gardener to research Angela. This reveals that Angela
descendant, they recognise their own (grand)parent in the baby. lived in a house, just off Main Street, near Beauty and the Beech. They
may have hidden some of the jewels there.
Success on this roll lets the character witness Emily’s tale freely, but
failure instils 2 Soul damage as they can no longer distinguish her pain Lastly, an enduring romance with Lance or Susan, initiated in Scene 1,
from their own. could see the characters entangled with the Omega cult. Any serious re-
lationship also draws the ire of the other Vingoe family members, either
This is Emily’s reckoning, but, regardless of whether the Invocation roll
out of jealousy (Susan/Lance) or because romance takes time away from
succeeded or not, Clive attacks before Emily’s tale is fully finished.
their duties (Harry).
Clive Attacks: Wyrd (6) during daytime, or (5-6) after dark.
Consequences: Clive’s rage kicks up a storm of sharp and jagged rocks,
inflicting 1 Body damage for each success on the Wyrd roll. After Wyrd
is rolled, but before damage is dealt, each character has the option of no
longer bearing witness to Emily. If they choose this option, Clive’s attack
does not harm them, this is a valid survival tactic, and simultaneously a
betrayal of yet another woman whose truth is met with silence.

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Jonathan..

My thanks for your assistance last night.


O ur little celebra tion seemed to get out of
hand after the fisticuffs. I forget who struck
first, though I fear it may have been me.
Your strong shoulder to lean on as I
stumbled home likely meant the difference
between me getting back to my dearest wife
or falling asleep in the road. You need not
worry; she’ll not breathe a word on the
matter if she knows what’s good for her.

Don’t you drink? I notice you speak


slightingly of the bottle. I have drunk since
I was a lad and few things have given me
more pleasure. When you work hard all day
and know you must work again the next, how
else can you dull the mind to the monotony
of it all? When you are cold and wet what
else can warm you than a warm fire and a
shot of whisky?

When the dark rage comes, drink dulls it.


Wine makes the world blur away, so the
good memories become a haze and the bad
fade into oblivion.

No doubt you will have a clearer


recollection of events than me. Do let me
know who I need to apologise to when we
next meet up.

Clive

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A Story Module by Graeme Davis

A Dar k Legacy

The small town of Wellman, Massachusetts was founded by Josiah and


Martha Wellman in 1682. They were scions of the Wellman family of
Solemn Vale who had fled England ahead of a brewing witch hunt. They
took ship from Plymouth to Boston, to join the growing Massachu-
setts Bay Colony. Among their baggage, they had a small portion of
the Omega fungus, which they took to a remote valley in the Berkshire
Hills. They and their descendants nurtured the growing fungus over
the centuries that followed, establishing their own Omega cult in and
around the town that grew up bearing their name.
On the surface, Wellman is little different from any other small town
tucked away in the hills. Summer sees a few visitors passing through,
hiking the Appalachian Trail or on their way to one of the music and
arts festivals in the area. Winter is quieter, with just a handful of people
on their way to the growing ski resorts further into the mountains.
So it has been for almost three hundred years, until Elizabeth Wellman,
a distant relative of the gentry of Solemn Vale, began researching the
family’s genealogy and learned of the town founded by Josiah and Mar-
tha. She flew from London to New York, took a train to Albany, another
to Pittsfield and finally a taxi to Wellman. Nothing has been heard from
her since.

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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.

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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 1: Arrival Challenges


The characters arrive in Wellman just as evening draws in. The streets Question the Locals: Pressure (5), repeat for each informant.
are quiet. The locals guarded, but willing to be engaged. Any con- Consequences: Success allows the characters to learn that Elizabeth did
versation will require the characters to be forthcoming about where visit the town a few weeks ago, and that she was looking into the history
they have come from and where they are going. Locals will find this of the Wellman family. Any failure results in the informant refusing to
process easier. speak further about Elizabeth and suggesting that the characters consult
The only hotel in town is Old Wellman House, a large, Colonial-era Marjorie at the Old Wellman House. The Hostile Atmosphere stage
home that has been converted into a bed and breakfast. Also on the rule is activated.
town’s short Main Street are Artie’s Diner, the Wellman Tavern, and the
town library, as well as a grocery store, a hardware store and a few other
shops. A block away from the centre of town, on the corner of Main
Street and Grandview Avenue, is the First Congregational Church.

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Scene 2: Old Wellman House Challenges


Old Wellman House is a tastefully refurbished Colonial-era house, sit- Question Marjorie: Pressure (7).
ting at one end of Main Street. A historical marker outside states that it Consequences: Regardless of the results of this challenge, Marjorie con-
was built in 1682 by Josiah Wellman, the town’s founder. firms that Elizabeth did visit the town a few weeks ago. She stayed a few
The B&B is the only place to stay in town. Five of its six rooms are cur- days, asked around about the history of the Wellman family and then took
rently empty, because the town is off the beaten track and sees very few a bus to Albany. She says that Elizabeth was intending to catch a train to
visitors. The final room down the hall is locked. New York and then fly home to England. Success allows the characters to
spot some inconsistency between Marjorie’s account of Elizabeth’s depar-
The common room has been arranged into a sociable café, with patrons ture and the versions they heard from other denizens of the town.
of the town popping in and out as they please.
However, the conversation has also alerted Marjorie to the characters’
Any character attempting to judge the mood of the place will note a interest. If any challenges are failed, she finds ways to carefully turn the
level of suspicion exhibited by the locals. They are wary of strangers and conversation to find out more about them. At one point, she will call
visitors to the town. Some effort will be required to put them at ease. over an attendant and pass them a note. This is to set up an ambush out
The narrator should feel free to populate Old Wellman House with col- on the town street. She will end the conversation explaining that Eliza-
ourful characters. There is an opportunity to set up some further narra- beth went to visit an antiques shop in one of the town’s back streets and
tives. Perhaps there are other visitors enquiring about staying the night, suggests they try to ask the proprietor more questions.
or locals pursuing their own agendas. Explore the B&B: Wits (5).
General enquiries about Elizabeth will gradually direct the characters Consequences: Success allows the characters to find some clue that
towards Marjorie Wellman Stowecroft, who sits in the office, passing Elizabeth never left Wellman. The nature of the clue is up to the narra-
the time by reading, knitting or chatting with other townsfolk who have tor: it might be a suitcase marked with her initials hidden in a storage
stopped by. room; it might be the B&B’s register, showing that she checked out but
A conversation with Marjorie will provide some additional information. with her signature clearly forged, or something else. Failure means that
the characters have been caught in the act by Marjorie or another deni-
The characters may elect to spend the night and resume their investi- zen and increases the CV for Foreboding and Pressure rolls according to
gation in the morning. If they book rooms and choose to sleep, there the Hostile Atmosphere stage rule.
will be another opportunity for confrontation. If their suspicions have
The Locked Door: Wits (6).
been raised, the cultists will be interested in removing the characters as
quietly as possible. Discovery of the room at the end of the corridor will reveal more about
what may have happened to Elizabeth.
Dreams at night in this town are fevered and sleep is often elusive. The
wind batters the windows. It sounds like someone screaming, out alone A spare key for the room is hung up at the back of reception next to the
in the night. others. Alternatively, the characters may elect to break in (with a suitable
challenge) or one of them might have been sent a key to the room in a letter.
Consequences: Inside the room, the characters will find Elizabeth
Wellman’s family tree research and handwritten journal.
One entry, the last on a page, draws the eye:
There are things going on in this town, beneath the surface. These people are
loyal, they say nothing, but they have an allegiance. At night, for some, that
allegiance comes to life. I’ve seen them, followed them to the old caves, watched
them delivering crates and taking their dirty cash.
Blake is involved. I’ve seen him down there. I’m going again tonight, to find
out exactly what’s being bought and sold.
There is a map tucked into the journal. It will lead the characters to the
caves (start Scene 3).

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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.

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Possible scenario-ending challenges:


Destroy the Fungus: Threat (10) or Taint (9).
Consequences: Success allows the characters to neutralize the Omega
fungus, using fire, by collapsing the caves or by whatever other means they
devise. Failure drives all the cultists in the caves into a homicidal frenzy.

Epilogue and Future Story Hooks


The characters now know that there is, or was, a second Omega colony.
This could be the start of a campaign in which the characters try to track
down and destroy any other colonies that may have been established by
other refugees who fled from Solemn Vale in the witch-hunting times.
If Marjorie Wellman Stowecroft or any of the other Omega cultists from
Wellman survive the events of this story, they can become a long-term
nemesis for the characters. They may try to hunt them down and kill them.
Perhaps they would follow them secretly in the hope that the characters
will lead them to other Omega cults and their colonies elsewhere. For
added confusion, the cult may have splintered into two or more factions
after the events in the caves, each pursuing a different agenda.
If the Wellman colony is able to establish contact with the Omega
Heart, a new connection will be formed with the cult in Solemn Vale.
This may lead to a power struggle or a union between the groups. The
characters may find themselves caught up in a story that gradually draws
them to Solemn Vale.
The intervention of Sheriff Jonathan Ayckerman can draw the scenario
to a close. Ayckerman is self-centred and will seek the easiest, quietest
solution to proceedings. If Marjorie remains alive and in power, he will
look to arrest and blame the characters for everything. If the characters
have succeeded in getting rid of her, then he will assist in concealing
evidence of what happened.

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A Story Module by Allen Stroud & Justin Achilli

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.

Content Warning: This is a story about addiction. It has been carefully


written so the consequences of addiction are meaningful. The char-
acters will be placed in difficult situations and have to make difficult
choices where those they meet will suffer, no matter what they do.

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Reasons for Being Here Scene 2: The Russet Shed


The characters may be drawn to this wasteland on the Cornish coast for Further down the broken road leads the characters past rusted out old
one or more of the following reasons: cars and tractors. This land has endured humanity’s attempt to tame it
and destroyed every machine that tried.
1. We Took a Wrong Turn. The simple act of getting lost on the twist-
ing rural roads may have caused the characters to end up out here. The shed can be found amidst a scattered cluster of tents and lean-tos.
2. There’s Bounty to be Had. News of a freighter having run aground There are people here, but most of the makeshift camp looks abandoned.
on the coast near the wastelands has drawn people to pick over its The shed is locked. If the characters are able to enter, they will find peo-
broken corpse. You and your friends were given a tip that some prof- ple lying in the muck, barely conscious. At the back, they will find a set
it is to be made out here. Only trouble is, you need to find your way of soil beds. Growing within them are a batch of strange orange fungi.
to the right spot. Further examination reveals the semi-conscious people have been eating
3. A Mission from the Lord. Reverend Maxwell Trehenney is an old the fungi.
acquaintance of one of the characters. He has heard a rumour that
there are poor unfortunate sinners kept in thrall to a heathen preach- Scene 3: The Shipwreck
er who has a strange power over them. Trehenney says God will look
kindly on those who would free the chattel from their wasteland hell. Out beneath the cliffs lies a ship, broken open on the rocks. Figures are
4. I Stomach No Rivals. The characters may already be in the service crawling all over it, unloading all manner of goods that were bound for
of the Omega cult in Solemn Vale. If they are, they will be tasked the wealthy shops in London.
with heading out into the coastal regions to follow up rumours There are lookouts posted on the cliffs. Eventually, the characters will
about a drug cult. be spotted and find themselves in a confrontation with Father Clamms’
people. This will be a fight over the spoils, the characters outnumbered,
Scene 1: Where Are We? but clear-headed, against the fungi-fuelled mob.
As night draws in, the characters arrive at a broken building. The Black This is an aggressive but morally difficult moment. The people in thrall
Heart is a pub at the end of the world. There is an old fuel pump out the to Clamms are desperate and/or delusional. Any fight will result in the
front, a last chance for the characters to fill a petrol tank and get back death of innocents, but the characters may not be in a situation where
to civilisation. they have a choice.
Out front of the pub, a dishevelled man tries to sell the characters his If the characters are able to drive Clamms and his people from the ship-
wares. His name is Bill, and he is little more than a shell, barely making wreck they will flee across open country back to their camp. If they lose,
much sense. There is nothing he has that is worth anything to anyone. they will be taken captive and brought back to the shed. Start Scene 4.
Inside, the pub is almost empty. Two pale hollow-eyed youths sit in
a corner, staring at the characters as they enter. A few moments later,
they pack up and leave, intent on warning Father Clamms that there are
strangers about.
Mercy Trencher serves the group as if they have invaded her territory. She
wants them to leave and quickly tries to send them off to the shipwreck or
the Russet Shed. She will warn them the wreck is already claimed.
If they decide to spend the night, she will reluctantly agree and pack
them off to rooms that have not been used in years.
Bill hangs around outside for a while, then shambles off into the night.

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Scene 4: What Doesn’t Kill You… Denizens


The characters find themselves with Clamms in his domain. Reverend Maxwell Trehenney (retired) – Trehenney’s backstory is de-
“There are old gods who lay claim to these lands, long before the time of the tailed on p. 116 of Solemn Vale.
Romans and the Christians. Those who came before still speak to us, but we Mercy Trencher – Owner-operator of the Black Heart, Mercy Trench-
have forgotten how to hear them. Providence gave us the gift and opened our er is an exhausted woman making a living doing what she loves even
minds to them once more. You remain here in ignorance, but now you will though she is not great at the business details of it. She just likes talk-
join us and hear the words of our saviours. You will see the light that they ing to people. There are exceptions, though; this shaggy cult of druggie
offer. You will grasp their withered, ancient hands.” burnouts pushes her to her wits’ end, which can sharpen her tongue after
Clamms will instruct his people to forcibly feed the fungi to the charac- an incident, even to guests she is fond of.
ters. They may resist and try to escape. If they do, the group will contin- ‘Bill’ – The shambling shell of a man outside the Black Heart pub is the
ue to feast on the fungi as they do, gorging themselves into a delirious epitome of the those affected by the fungus. After approaching the char-
communal unconsciousness. acters in Scene 1, Bill is part of the story in all of the subsequent scenes.
If the characters choose to return, they can destroy the fungi whilst If pressed whilst outside of the Black Heart, he will say more about what
everyone is sleeping. he knows of Father Clamms and the shed.
Again, this is a morally difficult moment. Whilst the destruction will rid Father Clamms – a feeble demagogue who has made the most of an
the mob of their drug, what will remain will be a desperate group of peo- opportunity, Clamms has long since forgotten his real name. He was a
ple with nothing left. The consequences should be played out. This is the bankrupt London businessman who fled into the wilds of Cornwall and
dark and terrible side of addiction, there are no quick or easy solutions in discovered a strange orange fungus growing on the cliffs.
1970s Cornwall. The characters cannot help everyone they have ‘freed’. Clamms rules his followers through his words and his control of the
Father Clamms will not relinquish control willingly. Without the fungi, fungi. He has ritualised their lives, creating a Ponzi scheme around the
he is a pathetic Saruman without a staff. group. Already, people from the local towns and villages are starting
to disappear, drawn to his shed and the fungus. If his activity is not
checked, it may bring unwanted attention to the Vale.

The Russet Gift


The fungi found by Father Clamms is a section of the mycelium layer of
the Omega. Decades, even hundreds of years ago, the Gift was separated
from the Omega of Solemn Vale. The wild remnants were cultivated by
Clamms and his shed built around the outcrop he discovered.
The effects of eating the fungi are different to the effects of consuming
Omega. There is no consciousness to the Gift. Instead, the delirium it
induces is deeply personal and visual, transforming the ruination of the
wasteland into an Elysium for as long as it lasts.
There is a voice and a presence within the trip. However, the words heard
by those who consume the fungi are unintelligible and distant. Only
Father Clamms claims to know what is being said.

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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.

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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.

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Scene 3: The Shipwreck Epilogue and Future Story Hooks


The altercation with Clamms’ people on the shoreline is a difficult situ- The end of the scenario will leave the characters with a lot to deal with.
ation, full of moral complexity. This may end up as a violent encounter, The followers of Father Clamms are a pathetic community forced into
but clever thinking by the players is more important than dice rolling. withdrawal by the destruction of their drug. The circumstances of this
Fight Off the Breakers: Threat (6), all characters’ challenge individually. may be more than the characters can manage. Some individuals will be
able to return to their lives, but others will have nothing. There are few
Consequences: Success allows the character to fight off Clamms’ gang.
support services for people in the 1970s and there are no magic answers.
Failure means that the character is taken captive. There will be several
The real cost of what happened here should be plainly apparent. It is a
altercations, each should be carefully described by the narrator. These
human tragedy.
people are not evil, but they are confrontational.
The characters may have been motivated to come here by notables from
Scene 4: What Doesn’t Kill You… Solemn Vale. If Reverend Trehenney was involved, he may offer them
some help, although his agenda will always be part of that offer. Similar-
Fight Off the Breakers: Threat (6), all characters’ challenge individually. ly, any Omega cult allied individual or faction who knew about Clamms
Consequences: Success allows the character to fight off Clamms’ gang. will be pleased to hear of his removal.
Failure means that the character is forced to consume the fungus, which
will trigger other effects as indicated in the scenario.
The End of Father Clamms: Logic or Pressure (5) and Obstruction (4).
Consequences: The demagogue will not be easily subdued. The narrator
should make this a series of challenges that are unlocked as the charac-
ters manage to get through to the real person behind all the rants and
dogma. Feel free to add to the list of tests as needed. Success allows the
characters through a variety of efforts to gradually dismantle his grip on
his followers and himself.
It should be remembered that Clamms is both the most dangerous and
most tragic character of this story. When he is finally subdued, there is
little of him left. He cannot even remember his own name. If left alone
he will wander away, likely finding his way to the cliffs and to the end he
had planned for himself before all this began.

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A Story Module by Danielle Lauzon

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.

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Scenes Scene 3: Escape


The following is a brief breakdown of the scenes in this scenario and what As the characters begin to realize they are being targeted, a cave in
should happen in each one and what triggers a scene change between them. blocks their route back the way they came. They must find another way
out of the mine.
Scene 1: The Breakdown Journeying through the twists and turns of tunnels, the echoing sound
The scenario starts as the characters are nearing Solemn Vale. The bus of chanting and repeated phrases may get louder and louder. Lights fail,
driver gives the characters some urban legends and myths about the sur- more people disappear. A decision must be made – to escape and return
rounding area, including a short story about the copper mine (see p. 237 to the bus, or to try and find those who have gone missing.
of Solemn Vale) and its closure due to mysterious circumstances. When
the bus stops, it makes an audible popping noise and steam rises from Escape
the engine. The bus driver announces that this stop will be longer than If the characters do decide to flee, they will eventually find a route out,
the last and encourages the tourists to explore the area. which leads them to the nearby woods.
If they return to the bus, they will find it abandoned. Either Margaret
Rumours
has been taken by the coven, or she is in league with them and has deliv-
If this is an early visit to Solemn Vale for the characters, it is an opportu- ered up the tourists as a gift. The characters may be able to start the bus
nity to discuss some half-truths and myths about the place as shared by and get away (see Conclusion on p. 69).
the coach party. Take a look through sections of the source material and
see if there are any narratives you would like to introduce. Confrontation
The area is not that interesting, other than the nearby copper mine and The coven is attempting to collect everyone from the bus. The characters
many tourists begin to make their way over to the old entrance. The idea will either be taken to the reliquary room, or they will find it for them-
of exploring the mines can be instigated by the characters, or by other selves. This will result in an altercation with the ritual participants. It is
members of the bus tour. Alternatively, if you need to draw people in, let likely to be a moment of violence or require a very clever bit of bargain-
some of the other members of the party go ahead and then have people
ing on behalf of the characters and the rest of the tour party.
become concerned when they do not return.
Either the ritual will be stopped, or it will proceed and conclude. The
When the characters are ready to enter the copper mine, begin Scene 2.
Conclusion will depend on the result of challenges and/or the actions
of the characters.
Scene 2: Exploring the Mines
The characters cannot gain access to the mine from the old entrance,
as the shaft leading down is an indeterminate drop without safe rig-
ging. Some tourists suggest there might be another entrance and begin
searching (see p. 66).
There is a second entrance, which at first, is very hard to find. This is the
route the Coven of Five uses to enter the mines and it is under watch.
When the characters find the entrance and make use of it, the Coven of
Five becomes aware of them and make attempts to scare the tourists off.
At this stage, the building lure of the reliquary is having a tangible effect
on people. Many of the tour party (and some of the characters, if they have
failed challenges) are drawn to it and continually attempt to enter the mines.
At this point, the coven begins to take the tourists. When the characters start
to realise the danger and attempt to leave the copper mine, begin Scene 3.

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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.

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Other Tourists Stage Rules


The other tourists are mostly there for set dressing. We have included a All Scenes: The Calling – The constant call of the mine weighs heavily
few personalities below to help flesh them out and give the characters on the spirit of those who do not enter. All characters must complete a
reason to care about the other tourists. They feature prominently during separate Taint (4) challenge at the end of each scene, taking 1 damage
Scene 1 and then start disappearing once Scene 2 starts. Feel free to to Soul damage if they fail. Increase the difficulty of the challenge as
have them encounter the characters during their delve into the mines in the day turns into night. Characters who end the scenario with Soul
Scene 2 only to disappear shortly after to ramp up the anxiety. scratched out become enthralled by the reliquary and must return to it
Martha Thomson – Martha is a Scottish woman on holiday with her at all costs.
husband for the summer. She is gregarious and made friends with every- All Scenes: The Promised Daughter – Amelia is attempting to sum-
one on the bus within the first ten minutes of the tour. Without Martha, mon a demon. Her ritual becomes more powerful if people are sacrificed
the rest of the tourists would never have started chatting with one an- to appease it. A Wyrd Roll of 6 increases the summoning counter by 1.
other. She is also nosey, inquiring about personal and private topics just When the summoning counter reaches 8, Amelia’s ritual completes and
as easily as she inquires about the weather. the demon enters the scene.
Jared Thomson – Martha’s considerably less extroverted husband, Jared, The Copper Mine: Dangerous – The copper mine is unsafe. Failed Ob-
had never left his home town before this holiday. He is pleasant enough, struction or Pursuit challenges cause a Wyrd Roll in addition to all other
but keeps quiet, letting Martha speak for him in most cases. He has tak- consequences. Whoever rolls the highest suffers 1 Body damage and
en a liking to Ronald and the two share complaints about the bus tour as picks one other character to suffer 1 Body damage as well.
though they were old drinking buddies. The Woods: Dark – While in this location, failed Mind challenges in-
Lydia Strong – Lydia is an American college student who is visiting her flict 1 Soul damage in addition to all other consequences.
aunt and uncle for the summer. She is insufferably cheerful and takes Wyrd Effect: Caught – Any time a Wyrd Roll happens, Johanna and
pictures of even the most mundane landscapes. Her relatives sent her on her sons catch a tourist. If a player rolls a 1 during a Wyrd Roll, then
the tour to get her out of their hair for the day and, though she knows Johanna and her sons catch up to the characters and try to kidnap them,
it, her spirits are high. roughing them up in the process, which causes them to scratch out Body.
Ronald Powell – Ronald is visiting his sister, Chantelle, from Jamaica.
She has been living in London for the past five years and when he came
to visit she decided to take him on a tour of England. He is not thrilled
about the bus tour and often complains about missing good food. It is
clear he loves his sister dearly and they pick on each other in good hu-
mour throughout the trip.
Chantelle Allen – Chantelle is Ronald’s sister. She is awestruck by the
sweeping vistas along the coast and is an avid photographer. She knows
that Ronald is just humouring her on this trip and she picks on him
about it relentlessly. She is cheery and has made fast friends with Lydia
in the short time they have known each other, sharing pictures of their
various travels with each other.

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Example Challenges Scene 2: The Copper Mine


Find the New Mine Entrance: Wits (4).
Scene 1: The Breakdown Consequences: A scream from the mine indicates that someone is in
Get Additional Information from the Driver: Pressure (3). trouble, but the main entrance is impassable. Success allows the charac-
Consequences: Success gives information that a local satanic cult seems ters to find the mine entrance the Coven of Five uses. Failure causes a
to frequent the mine and that tonight is a special day for them, though Wyrd Roll and means the characters lose 1 Mind as they search franti-
she does not know the reason. Failure means that Margaret refuses to cally for the entrance. This challenge may be attempted multiple times.
talk to the characters any longer. Work Up the Courage to Enter the Mine: Foreboding (4).
Notice Tourists Have Gone Missing: Logic (4), Foreboding (4). Consequences: Success allows the characters to enter the mine imme-
Consequences: Success on Foreboding means the characters realize diately. Failure results in a Wyrd Roll as they dally.
they have lost sight of most of the tourists and they have the courage to Navigate the Steep Entrance to the Mine: Obstruction (4).
investigate. Success on Logic means they realize they saw the tourists Consequences: Failure inflicts 1 Body damage on each character as they
heading towards the mine, where failure makes them believe the tourists slip and slide their way to the bottom of the steep shaft.
went towards the woods. A search of that area reveals no sign of the
missing people and only wastes some of the remaining daylight. Avoid Falling Debris: Pursuit (3), Obstruction (5).
Consequences: As the characters move through the mine, bits of the
Spot the Mine in the Distance: Wits (3). shaft fall in on them. Failure on Pursuit leads to 2 Body damage to a
Consequences: Success means the characters spot the mine well before single character, failure on Obstruction means the characters must find
the other tourists do. Failure means that they hear a tourist scream in another way around and results in a Wyrd Roll.
distress causing all the other bus riders to flock towards the mines.
Find the Missing Tourists: Logic (6).
Consequences: Success means the characters make it to the reliquary
room where the coven has been bringing the tourists for eventual sac-
rifice. Failure leads the characters away from the reliquary room and
deeper into the mines. This causes fear and confusion, dealing 1 damage
to both Mind and Soul.
Recognise the Ritual (if the characters make it to the reliquary room):
Wits (3), Invocation (5).
Consequences: Success on Wits means that the characters realize the
room is set up for a ritual of some kind. Success on Invocation tells the
characters that a human sacrifice has been part of this ritual when it was
used in the past and that no one is safe. Failure on Invocation leads to 1
Soul damage as the characters read the ritual runes and add their pres-
ence to the ritual’s power.
Do Not Look at the Arcane Prison in the Mine (if the characters make
it to the reliquary room): Taint (6).
Consequences: Failure to resist results in an immediate Wyrd Roll and
any character who rolls a 6 is called to the evil lurking inside, scratch
out Soul.

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Scene 3: Escape Possible scenario-ending challenges:


Rescue the Tourists: Pressure (4), Wits (4). Stop the Ritual (if the Wyrd count reaches 8 and the characters are still
Consequences: The tourists are terrified and need prodding to move, in the mine): Invocation (5), Threat (8).
failure on Pressure indicates that tourists refuse to follow the characters. Consequences: The characters catch Amelia just as she is starting her
Failure on Wits indicates that the commotion attracts the Fenmoors sacrifices. They stop her ritual and defeat her and the Fenmoors leaving
who come and try to recapture the tourists. them in the mine as they escape. Failure means that the characters end
Run Through the Mines: Pursuit (5). up as sacrifices in Amelia’s ritual.
Consequences: The old mine shafts are barely held up by rotting wood- The Ritual Completes (if the Wyrd count reaches 8 and the characters
en beams. Moving too quickly or without care causes a cave-in with a are not in the mine): Foreboding (7), Taint (5).
failed Pursuit. Consequences: Amelia successfully summons a demon, but not Lucifer.
Find a New Way Out (if the characters failed to run through the mine Amelia sends it after the characters to lure them back to her. They resist
safely): Logic (5). the demon and banish it back to hell. The rest of the Coven of Five
hold Amelia and Johanna Fenmoor accountable for letting the group of
Consequences: Success leads the characters out into the woods instead
tourists roam through the mine and losing control over the demon. The
of the moor, failure leads the characters back to the reliquary room where
characters must make a Wyrd Roll to determine if the demon tricked
they must face the coven.
them into believing it was gone or if it actually left the area.
Evade Coven Servitors: Pursuit (5).
Join the Cultists: Pressure (7).
Consequences: Success allows the characters, and any tourists they
Consequences: The characters convince Johanna to take them to Amelia
might have rescued, to evade the Fenmoors and escape back into the
who accepts their fealty. The rest of the Coven of Five is wary of the new-
mines. Failure provokes an attack and results in a Wyrd Roll. The char-
comers and force the characters to prove themselves worthy by sacrificing
acter with the lowest roll is captured.
the other holiday goers. Failure leads the characters into Amelia’s clutches
Deal with Coven Servitors (if characters fail to evade the coven): Threat and she sacrifices them for her ritual.
(5), Foreboding (4).
Consequences: Failure on Foreboding results in 2 Mind damage as Conclusion
panic sets in over losing someone. Failure to defeat the Fenmoors with
The ending of this scenario can swing wildly depending on character
Threat results in a Wyrd Roll. The person who rolls the lowest scratches
choices at the very end. They may end up either as sacrifices for Amelia’s
off Body.
satanic ritual, saving the other tourists and narrowly escaping, or making
Navigate to the Bus: Wits (3 or 5 if in the Woods), Pursuit (4). a deal with the coven somehow.
Consequences: By the time the characters exit the mine the sun is Characters who end up enthralled by the reliquary may still escape the
setting and the bus is not in sight. A failed Wits results in a Wyrd area, but they must return within a day or two. Characters may wish
Roll. The person who rolls the lowest suffers 3 Soul damage as they to simply join the coven if they fall under its thrall, which might cause
lose hope. The coven is hot on their tail, a failed Pursuit leads to the the group to split up in their desires. Some characters may escape while
coven catching up and attacking the characters. One character must others join the coven. These characters end up as denizens of Solemn
scratch off Body. Vale, being adopted into the Fenmoor family and becoming servitors
Get the Bus Started to Leave the Area: Pursuit (5). for the coven.
Consequences: When the characters arrive at the bus, Margaret is no- Characters who escape the area find the bus is on its last legs. They make
where in sight. Success means the characters get the bus started and it only a few miles down the road before it finally gives up the ghost.
leave the area before the Fenmoors catch up to them. The Coven of Five They may have to walk the rest of the way to Solemn Vale but are at
knows the characters’ faces and is out to get them. least safe for the night. The Coven of Five will not forget them, however.

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A Story Module by Richard Dansky

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.

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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.

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Scene 2: And a Child Shall Lead Them Scene 4: A Taste of Brine


The quiet of the town is interrupted when a child comes running, The next morning is Sunday and people head to church, at least some
screaming, into the town square. Once calmed by some adults, the child small fragment of it does. This will be Reverend Trehenney’s return. His
gulps out his tale around their tears. It seems he had been playing in the service is worded to stir anger, but also to draw people to him and pro-
fields when a car pulled over and asked him if he wanted a ride. He said tect his position. He knows that higher ups will not want him back, but
no and the driver got out and tried to force him into the car. popular sentiment might tip their hand.
The characters will be present for the scene. If they choose to interro- If the characters attend, they may see a figure in the back corner of the
gate the child further, he may describe both car and driver. These will church who pays no attention to the proceedings. This is Hugh. He looks
sound familiar, but the child doesn’t know all the details of the vehicle. at his feet and seems to be deep in prayer, mumbling to himself. He may
Press the interrogation too much further and the town adults inter- catch the eye of a character who notices him. If he does, he will become
vene, cutting off access to the child. They demand to know why the nervous, flinching under the gaze of anyone who notices him. As the
characters are so damned nosy. In particular, the boy’s father, Joseph sermon approaches its climax, he gets up and runs out of the church. If
Drummond will take the matter personally and if pushed will take a anyone follows, they will see him get into a green car and drive off.
swing at the characters. If the characters mention Hugh to each other, or anyone else, they will
At this point, the local constabulary will become involved, in an infor- quickly discover that some people saw him, but others did not.
mal capacity to start. Police Constable Andy Holloway is not keen on An investigation of the pew where Hugh was sitting reveals it to be
outsiders getting involved in his investigations. soaking wet, with the smell of sea water brine.

Scene 3: Witch Hunt Scene 5: A Pillar of Smoke


The child’s story inflames the town and a group set out to find the driver Everyone is buzzing about Trehenney’s performance when church lets
of the offending vehicle. No one in the town who drives a green car out and word swiftly travels across the town. Soon there is competing
of whatever vintage is safe from the angry crowd. The characters are gossip, however. Someone has seen evidence of something burning up
witness to this. If they try to stop it, the mob may turn on them. If on the headland, near the edge of the cliff. Eventually the pillar of
not, they will get to watch a perfectly innocent writer by the name of smoke is visible in town proper, the characters can choose to head out
Phillip Bridges get dragged out of his home and beaten within an inch there to investigate.
of his life. Sinister words and insults are given to tourists and visitors to
Solemn Vale. The place is becoming tense and grim. What they find is an old burned-out wreck of a car down on the rocks
below. The vehicle has been there for years. There is burnt odour in
The local vicar, Reverend Dominic Warner, who has only been in charge the air, but no sign of what caused the smoke. As they turn to leave,
of the church for the last few years, took over duties from Reverend a green car pulls up on the road. This is Hugh in his car. All of the
Aloysius McCarthy after that demonic possession kerfuffle. Arguments characters can see him now. If they elect to speak with him, he will
ensue, and the retired Reverend Maxwell Trehenney (see Heart of a be very apologetic and denies involvement in any of the abductions
Rustic Town on p. 70 of Solemn Vale) is restored to the pulpit by a wave and murders. Observant individuals will note Hugh is soaking wet
of popular protest. Warner sees that the situation is beyond his control but he states that he’s quite all right, and offers the characters, or as
and allows this to placate the angry voices. Trehenney is a bitter man many as will fit, a ride back into town. Some additional questions will
who chooses his words carefully in order to fuel the protests, but also to reveal Hugh for what he is. If they are foolish enough to accept, he
direct them against his enemies and bring them under control. immediately guns the engine and drive off the edge of the cliff with all
If the characters are investigating the incidents, they may catch sight of hands aboard.
a car on the road, similar to the one from the descriptions. If he is refused, he grows increasingly insistent, to the point of ma-
nia. He then attempts to run the characters over before taking the final
plunge into the sea.

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Denizens Stage Rules


Hugh Langdon (retired) – A retiree who had moved into a cottage on All Scenes: Hit and Run (especially Scene 5) – If Hugh gets a character
the outskirts of the town. Langdon was an unassuming, non-threatening in his sights while he is behind the wheel, he will not hesitate to run
man. Formerly an accountant in London during the Second World War, them over. Characters in the crosshairs must succeed at a Pursuit chal-
he was asked by his employer to cover up some shady dealings. Weak- lenge (CV 6) or be flattened and take 2 damage to Body.
willed he agreed but took to drinking to cover the howling of his guilty Hostile Atmosphere (in Scenes 2 and 3) – The CV to succeed at Fore-
conscience. This in turn got him sacked and he retreated to Solemn Vale boding and Pressure rolls is increased by 1 each time a character attracts
to drink himself to death. The fact that he has now found a purpose in the unwelcome attention of any of the other occupants of the scene. It is
his twisted after life means he has not touched a drop in decades, but too easy under these circumstances for accusations to be made, fights to
what he has exchanged it for is far more sinister. break out and innocents to be targeted.
Axel Perkins (Hiker) – A vacationer on a walking tour, Perkins has no High Strangeness (in Scene 4) – Seeing the grotesque sight of Hugh
connection to Solemn Vale. Suspicious and agitated from his close call vomiting seawater in the church takes the characters aback. If a charac-
with Hugh, he regards the characters with hostility unless won over. ter attempts to do something related to Hugh before he flees, they must
Joseph Drummond (Protective Father) – A mechanic in the town, succeed on a Soul-based challenge or else be paralyzed at the sight.
Drummond is a burly no-nonsense type. He is not the best father in Smell the Smoke (in Scene 5) – The odour of rotten char surrounds
the world, but no one else is going to lay a hand on his boy but him. He Hugh and his car. A sickness to the stomach from the stench adds 1 to
loses his temper easily and once it is lost there is no calming him down. the CV of all Body and Mind rolls.
Philip Bridges (Poor Bastard) – The proud possessor of a bright green
1973 Volkswagen Beetle. Bridges is a writer who moved to the town in
hopes of finding some inspiration far from the city lights and noise. Of
Example Challenges
late he has been writing more and more weird fiction using the town
as a setting, though he has no idea why. A complete naïf, he rushes out
Scene 1: Roadside Assistance
to protect his beloved car when the mob arrives and is nearly beaten to A Feeling of Wrongness: Foreboding (2), all characters challenge
death as a result. individually.
Reverend Maxwell Trehenney (retired) – Trehenney’s backstory is de- Consequences: Damage 1 Soul for each character that fails. Failure
tailed on p. 116 of Solemn Vale. does not prevent investigating the car or talking to the hiker, but does
render the character deeply unsettled by the scene and mildly revolted
Reverend Dominic Warner – A relatively newcomer to Solemn Vale, by the car.
having been a resident for the last few years, Warner assumed respon-
sibility for the church soon after arriving. He is still considered an out- Interrogate the Hiker: Wits (3), anyone seeking to talk to the hiker
sider around town, and many no longer attend church sermons out of challenges.
loyalty to his predecessor. Warner is a gentle, tolerant soul who bears the Consequences: Failure means the hiker is unwilling to talk to the char-
distrust of others as a wound that he must heal. He blames himself for acter and will not learn about his encounter.
this breach and because of this, is blind to much of what goes on beyond
his Sunday services.
Police Constable Andy Holloway – Holloway’s backstory is detailed on
p. 92 of Solemn Vale.

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Scene 2: And A Child Shall Lead Them Scene 5: A Pillar of Smoke


Calm the Angry Crowd: Pressure (6). Track the Smoke: Wits (6).
Consequences: Success drains some of the boiling rage off from the crowd Consequences: Success allows the characters to detect the faint wisp of
and stops them from potentially identifying the characters as a threat. smoke on the horizon that will lead them to Hugh. Failure and they are
Failure makes things worse and may get the characters physically attacked. at loose ends, perhaps to be set straight by a gossiping town.
Interrogate the Child: Wits (5). Back in the Old Days: Wits (5), characters challenge as a group.
Consequences: The characters must get past Joseph Drummond to talk Consequences: Success means it is plain that to the characters that from
to his boy about what he has seen. Failure to do so means the characters the way Hugh speaks and talks about the town, he doesn’t know the day,
have only the wildest idea of what happened to the boy. Success produc- week and year. Hugh still thinks it is 1949.
es a story eerily like that of the hiker.
Decline the Invitation: Taint (5), all characters challenge individually.
Scene 3: Witch Hunt Consequences: There is a horrid compulsion to go with Hugh, even the
strongest-willed will find him hard to resist. After all, what harm could
Investigate the Ruckus: Foreboding (4), all characters challenge this kindly pensioner do? Success allows the character to back away from
individually.
the car if they choose. Failure means they hop in for a short, fiery ride.
Consequences: Success allows the characters to check out the ever-in-
creasing clamour from the centre of town with equanimity. Failure caus-
es a character to take 1 Soul damage from fear of what might await.
Possible scenario-ending challenges
Escape the Car: Obstruction (8), all characters who got in the car
Call Off the Mob: Pressure (7).
challenge individually.
Consequences: Nothing is going to stop the mob and Joseph Drum-
mond from getting their hands on Philip Bridges, but success here will Consequences: Success allows the character to open, or bash open, the
keep the physical beating the man suffers to a minimum. Failure eggs car door, allowing egress before the awful plunge. Failure results in the
the crowd on, with the characters potentially joining in, much to Mr. characters being locked in the car as it takes the long leap into the sea.
Bridges’ detriment. Wrestle Hugh Free: Obstruction (9).
If for some reason the characters decide to rescue Hugh from whatever
Scene 4: A Taste of Brine fate awaits him, he will fight back with all his might to remain behind
The Penitent Man: Taint (6), all characters challenge individually. the wheel of his car. Only a combination of brute force and extreme
If no one fails, pick the person with the lowest score. They will see Hugh. dexterity will manage to extricate the man.
Consequences: Characters who fail can see Hugh in the church in the Consequences: Success pulls Hugh from the car moments before it
back corner. Those who fail will interact with him exactly like he is a real heads over the edge. Sudden realisation of what has happened comes to
person sitting there. him, at first weighing him down with guilt and then gratitude.
The Scent of Fear: Foreboding (3), all characters challenge individually. Failure leaves Hugh to his fate, possibly with a character too entangled
Consequences: As soon as Hugh is noticed, the atmosphere in the with him to get free before the end…
church changes. Characters who fail this challenge are terrified by what
is transpiring. They seek to flee to the far end of the church, regardless of
who stands in their way. Success allows characters to act normally.
Stop the Car: Obstruction (8).
Consequences: If characters pursue Hugh outside of the church, they may
try to stop him from driving away. He wants no part of this and will do
whatever he can to avoid being stopped. Failure at this challenge means
Hugh has successfully gotten away. Success means Hugh is temporarily
boxed in, at which point the stage rules for Hit and Run take effect.

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Epilogue and Future Story Hooks


If the characters successfully avoid Hugh’s efforts. All that is left are
some skid marks in the turf and a rapidly diminishing column of smoke
from where Hugh and his car crashed onto the rocks below.
If one or more of the characters accepted Hugh’s offer of a ride and failed
to extract themselves from the car before the fatal plunge, they receive
the same offer Hugh once did from the entity in the deeps. Hugh’s time
has come and gone, but its hunger remains. Anyone accepting will find
themselves on the clifftop after dark, a spanking new car a few steps away.
Collectively, the town suffers an attack of shame over the treatment
Philip Bridges received. If the characters participated in the beating,
they find themselves made the scapegoats for the event. Joseph Drum-
mond leading the accusations that they were at the forefront of the mob.
The return of Reverend Trehenney and the issues around his status in
the town will be a source for future conflict. Will Reverend Warner seek
to return? If he does, who will support him?
If the players somehow manage to wrestle Hugh out of his car, he at-
tempts to throw himself over the cliff edge. If restrained he will struggle
until he collapses, and then allow himself to be escorted back to the
town. He returns to his cottage a broken man. Word gets around, as it
does, that he was the driver of the mysterious car, and one day he simply
disappears. His cottage is allowed to collapse in on itself and the town
tries to forget he ever dwelt there.

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A Story Module by Graeme Davis

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.

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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).

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Characters Rowan Beech – Rowan is hairdressing and face painting as mentioned


above and chatters happily with her subject while she does so. The only
The characters are visiting with the blessing of the band’s record com- way any character can get her attention is to join the queue and finally
pany, which anticipates an update on the band’s progress and some good end up in her chair. While she works, she weaves the most wonderful
advance publicity for their new direction. The players are encouraged tales, some from local history and folklore and others drawn from her
to create a diverse group of people: the party might include the band’s own life. See p. 86 of Solemn Vale.
manager, a publicity person from the record label, a journalist from the
New Musical Express, perhaps with a photographer in tow or the presi- Hazel Beech – Hazel is shuttling trays of herbal teas out to where her
dent of the band’s fan club. Other options could include a couple of fans mother is working, hurrying back into the kitchen at the back of the
who have won the visit as first prize in a magazine contest, one teenage salon to make more. At least some of these are herbal concoctions with
fan accompanied by a parent, friends from other bands, current and for- unpredictable effects, made from improvised recipes that just spring into
mer lovers, friends and relatives or other hangers-on. Hazel’s head. See p. 89 of Solemn Vale.
Optionally, the characters might be Mimsy and the Borogroves them- Millie Parker – Millie is little seen, although the most delicious odours
selves. This will require some additional work but would allow the play- waft out from the kitchen of the Tea Room. She is obsessively designing
ers to witness the situation from within rather than coming into it part- the most fantastical cakes and other confections, pausing only to bring
way through. When will they realise that something is wrong, and what a newly finished one out and put it on the table outside. She politely
will they do about it? refuses to engage in conversation, saying that she is far too busy and
asking the characters to come back after the festival, when she will have
Denizens more time.

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.

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Stage Rules Scene 1: Arrival


The Festival: Creation Compulsion – Failed Mind challenges trigger Question the Locals: Pressure (5).
a Wyrd roll for all characters at this location. Each Wyrd roll of 5 or 6 Consequences: Success allows the characters to receive directions to
costs a character one point of Mind. When Mind is scratched out, the the cottage and learn that the festival was Lena’s idea. Failure inflicts 1
character falls completely under Lena’s control: they are removed from Mind damage, as Lena lashes out at them for prying too deeply into her
the control of their player and use whatever creative abilities they may business. Through success or failure, the characters can tell something
have to join in the festival. Mind points cannot be recovered while in is wrong with the everyone’s behaviour, they are clearly not themselves,
earshot of the music and festivities. and the band members have never been so dangerously absorbed in their
Friend in Peril – The fate of four denizens, the band, is in grave peril. music before.
Each member begins with Mind scratched out and a Wyrd pool of 1 and Scene 2: The Cottage
is affected by the stage rule, Haunted as if he were a character.
Explore the Cottage: Logic (5).
Doomed – One or more of the protagonists is Doomed from Scene 3
Consequences: Success allows the characters to find the tapes and cal-
onward, when the dark entity they know as Lena targets them as her
culate that the band was having trouble until about four days ago.
victim. Each targeted character begins Scene 3 with a Wyrd pool of 1
and may choose to automatically succeed at a challenge at the expense
of scratching out an entire ability. They cannot recover the scratched-
Scene 3: The Cottage
out ability. Drag the Band Away: Obstruction or Threat (9).
Wyrd Effect: Urgency – A Wyrd roll of 6 during play causes Lena to Consequences: Success allows the characters to drag one band member
take notice of the character for whom the roll was made. She starts away from the stage per success. Lena tries to prevent this unless neutral-
trying to dominate the character, with the aim of convincing them that ised and each band member struggles to break free and return to the stage.
nothing is wrong, and the band should be left to their work. This will Resist Lena’s Domination: Taint (8), all characters challenge individually.
involve tampering with the character’s perception and memories so they Consequences: Success means the character can resist Lena’s instruc-
believe nothing was ever wrong. tions. If she tries to make them leave, or lend their efforts to the creative
Wyrd Effect: Consuming Darkness – A Wyrd roll of 6 in the final process, they are able to refuse. Failure causes a character to scratch out
scene of the story causes Lena to turn her full attention on the character Mind and puts them under Lena’s control.
most in touch with the Wyrd. She persuades one or more band members
that this character is a threat and must either die or be frightened away.
Wyrd Effect: Feeding – Lena gains 1 Wyrd per day from every denizen
or character under her control, i.e. those with their Mind scratched out
fully and taking part in the festival.

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Possible scenario-ending challenges Epilogue and Future Story Hooks


Break Lena’s influence over the band: Invocation (10) or Taint (9), re- Depending on how things played out, Mimsy and the Borogroves may
peat for each band member. be dead. They may have left their most brilliant work behind as a legacy
Consequences: If successful, the characters free the band and they flee for the future, and thereby ensuring themselves immortality of a sort.
town, leaving everything behind. Lena, enraged, attacks their Mind, Perhaps the spirit that calls itself Lena is dead or defeated, leaving the
and at the narrator’s discretion, she may decide to burn the cottage to band alive and mostly sane, possibly in possession of recordings that
the ground. If they are in the cottage give the characters an additional will change their entire future.
challenge if they decide to rescue the recordings and the band’s If she is still alive, Lena may follow the band and the characters back to
equipment. In any case, the character with the highest Wyrd pool London. Initially she plots an elaborate and stylish revenge. However,
makes a Wyrd roll. she may become distracted by the energy of the capital’s music and art
This is the End: Taint (10), all characters challenge individually. scene and shift her attention to other possible victims. The characters
Consequences: Success allows the characters to stand back and allow may hear reports of strange, obsessive behaviour that remind them of
Lena’s plan to take its course. Mimsy and the Borogroves work them- the events in Solemn Vale and decide to investigate. A follow up in-
selves to death over the next couple of days, leaving a brilliant musical vestigation in the city, things would be more difficult. There are many
legacy. Meanwhile the characters suffer no negative repercussions, and artists, and genuine creative communities. The characters would need
become Lena’s willing servants. Failure results in the character suffer- to recognise the difference between these and the renewed work of Lena
ing 5 Soul damage from allowing a supernatural creature to kill four as she feeds on other wretched victims. If any of the characters has been
innocent people while they did nothing to prevent it. In both cases, the enslaved by Lena, the rest of the group may have to hunt them down
character with the highest Wyrd pool makes a Wyrd roll. and find some way to free them from her influence.
Battle with the soul-eater: Invocation (9). One or more of the band members may be permanently altered by the
Consequences: In a battle of souls and will the characters face the experience, requiring careful handling as their brush with the supernat-
creature that calls itself Lena. On a successful roll, the characters ural has opened them up to all manner of spirits and mortal exploiters.
force Lena to flee. On a failure, Lena attempts to hypnotise them (see
Scene 3 challenges) and either force them to kill themselves, in an ar-
tistic way, if possible, or join the work of creation. If Mind is scratched
out, they become Lena’s minions. In both cases, the character with the
highest Wyrd pool makes a Wyrd roll.

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A Story Module by Kenneth Hite

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.

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Reasons for Being Here Scene 1: Common ground


The player characters may have a come to Solemn Vale in the middle of The scene opens with the characters arriving in town. It is Friday 14th of
April for a variety of reasons. The narrator should feel free to pick from April, 1978, and the Dekon is due to be unveiled at noon the next day.
these suggestions or make up new backgrounds that fit into the scenario. The town is busier than usual, with a mixture of excited fans and disap-
proving locals trying to avoid each other.
Missing Person
There are some who cross the divide. Characters like Simon Arscott
An investigator is contacted by a family relative about the disappearance
find this time of year turns them into something of a local celebrity.
of one, Robert Jenkins. Apparently, he used to be a production assistant
Journalist, Julia Teague takes the opportunity to try and find out an-
on a television series. There is an annual ‘convention’ of fans and enthusi-
ything she can about the mystery of the Dekon’s appearance, and the
asts in Solemn Vale, where one of the show props, a ‘Dekon’ is exhibited
Blythe family use the occasion as cover to meet with her enigmatic
on the 15th of April, every year. This was around the same time Robert
allies from Scottish Highlands.
was believed to have gone missing.
The evening is a chance to introduce a few colourful new characters from
Feature Article – Vortex Magazine out of town. If the characters are experienced Solemn Vale investigators,
Julia Teague, local reporter in Solemn Vale is a friend of a friend in the they may see some of the local residents in a new light.
newspaper and magazine business. She has mentioned it might be worth
doing a story about alternative tourism in Solemn Vale for Vortex mag- The Dekon in the Lake
azine, detailing the juxtaposition of the science fiction versus small town
In 1973, twelve-year-old Tarquin Wellman caught a Dekon, one of the
sensibility. The unveiling of the Dekon every year attracts fans of the
murderous robots from the beloved television programme The Profes-
television show, The Professor and there is quite a culture clash between
sor, in Brierley Lake north of Solemn Vale. Apparently lost during the
them and the insular residents. Your editor is interested and happy to
filming of a classic episode in Solemn Vale over a decade ago, the find
pay for your writing and your expenses.
became a tabloid sensation. Graham Brown put the Dekon on display in
The Dekon Question the Town Hall, where it attracted a trickle of tourism, to the irritation
Supernatural investigators all over the world know about the strange ap- of many in the town.
pearance of the Dekon in Solemn Vale. When put together with one or Despite the best efforts of the locals, enough interest remained in the old
two other strange stories nearby, there is a good set of activity to inves- television prop to maintain a regular trickle of visitors for the next few
tigate. Now is a good time to make the journey. Readers of Vortex mag- years. The occasional newspaper article mention, and the mystery around
azine have an opportunity to visit the Vale, see the prop in person and how it ended up in the town lingered in the minds of enthusiasts and
find out more about the rumoured abductions and strange goings on. fans, who made their regular pilgrimages to visit the decaying artefact.
Gradually, the feeble meet ups became an annual gathering, always on
I’m Just a Fan the same day, the 15th of April, the day young Wellman claimed to have
After a busy few months full of the stresses and strains of a demanding found the Dekon.
job, what could be better than booking a weekend away in a sleepy rural
The mystery around the origin of the Dekon and how it came to be in
town in Cornwall? Well, how about a sleepy rural town with a Dekon
Solemn Vale is what attracts the characters to the town. The produc-
from that amazing TV series you love! You are a big fan of The Professor.
tion company claim the prop is not and has never been part of their
Here is a chance to see one of the mysterious aliens from the show!
inventory. Perhaps the characters are fans of the television show, or in-
Maybe it is not authentic, but who cares? This could be fun.
vestigators determined to solve the popular mystery and get a mention
Vortex Magazine – Unveiling the Unknown in the newspapers.
A popular UK magazine by Wyrd Press, London. Eagerly embraced for On the night of the 14th of April, for a variety of reasons, the charac-
deciphering supernatural phenomena and pseudoscience, Vortex capti- ters find themselves in Solemn Vale. There is a festive atmosphere in
vates readers with its riveting exploration of the unexplained. the Bowler’s Arm. Science Fiction costume night brings all manner of
bright and sparkling dress up to the dance floor.

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Out by the Lake Stage Rules


Nestled a few miles beyond town, the tranquil lake emerges as an Wyrd Effect: Omega Influence – All players make a Wyrd roll at the end
evening sanctuary. The yearly nighttime pilgrimage unfurls, a cosmic of Scene 1. The two highest will suffer dream effects from the following.
rendezvous to stargaze and reminisce about favourite episodes of The
Professor. The Brownlees orchestrate a shuttle, transporting eager fans 1. They find themselves out by the lake. They have a sense of a presence
who prefer not to walk. watching over them, one that makes them feel terrifying insignifi-
cant. The dream does not shake throughout the rest of the next day.
Throughout this scene, descriptions and narration can have a dual tone.
2. They are beset by a sense of being chased by someone and have to
The world seems pleasant, vivid, and colourful to the affected characters,
keep walking to escape. The world around them disappears, only
yet an underlying sinister and grim reality prevails. Players can riff in a
the footsteps and the heard footsteps of their pursuers remain. That
drug-addled fashion if they choose, as the narrator describes peculiar lights
echo of pursuit drives them on until they collapse and wake up in
refracting off the lake, along with other audio-sensory hallucinations.
the morning, lost and cold.
The narrator can use this scene to offer a different spin on Solemn Vale. 3. They are in a room on a bed. They sense the room is getting larger,
The temporary influx of visitors provides a shield against the actions or they are getting smaller and slowly being consumed by the bed,
of the villainous, allowing the evening to begin in light-hearted fash- or the walls.
ion, but as the drinks start to flow, the situation becomes darker and 4. After that, a Wyrd roll of 6 forces them to lose 1 point of Mind (hal-
more dangerous. Challenges might be for mundane reasons, or to guard lucinations), Soul (loss of focus), or Body (retching and dizziness).
against the actions of those who would do them harm.

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Scene 2: Fandom Gathers Challenges


Morning brings hangovers, and fragmented memories. The characters Wyrd Effect: The Clique – All players make a Wyrd roll at the end
may find themselves in different places, stumbling to a common rendez- of Scene 2. One of the television people becomes fascinated with the
vous before the unveiling of the Dekon in the town hall. highest roller; they adopt them as a sidekick, indulge their crush, target
them for unseemly advances. The character has entered the royal court,
If they are new to the setting, this is a chance to get to know the Solemn
in effect. Their Pressure tests against the Television People take a -1
Vale, which can take as much or as little time as the group likes. Groups
Difficulty, and a -2 Difficulty against their specific Denizen.
familiar with the Vale can go easy on this part.
Recovery: Soul (4), all characters challenge individually.
Arrival at the Bowler’s Arm reveals a film crew have arrived in the town.
Julia Teague has been busy and successful, stirring up local interest in Consequences: Characters who succeed can re-fill their Mind pools at
the event. If asked, the producer, Rosie D’Arcy, explains they are doing a the beginning of Scene 2.
feature on the mysterious appearance of the Dekon and trying to track Documentary Dilemma: Persuasion (5).
down some old leads to work out what happened. See challenges and Consequences: In conversation, Rosie D’Arcy explains her plans for the
character bio for more. documentary. A success will mean she admits that she has not actually
One of the individuals present is Mike Maddison, a wealthy American secured a deal with television company and that she is paying for the
fan of the show and collector of memorabilia. He wants to purchase film shoot out of her own pocket.
the Dekon from the town. The characters may encounter him talking to Gibbs – Dekon Origins: Persuasion (5).
Tarquin Wellman, trying to persuade him to part with it, before Tarquin Consequences: Spend a little time with Ronald Gibbs. Success means
is taken away by his father, Jakob. Maddison’s offer is pretty low, as there he shows the characters the polaroid of the Dekon’s serial number
is no proof that the Dekon is an actual prop from the show, not a replica and how he has cross referenced it with the prop catalogue from the
made by some enthusiastic carpenter. television show.
Another notable character is superfan, Ronald Gibbs. A slight twen- Gibbs – Missing Jenkins: Persuasion (4).
ty-something who came down to Solemn Vale by train and taxi, he car- Consequences: Success means Gibbs also mentions that there was a
ries a big folder around with him. It is full of clippings and cuttings production assistant and extra called Robert Jenkins who went missing
about the television show. He will happily sit down with anyone to dis- around the same time as the Dekon was discovered.
cuss his findings (see character bio on p. 109).
Some of the film crew are a little worse for wear. Harry Vingoe has not
been shy in recommending ‘the Dark’ to the newcomers.
Other members of the film crew are also staying in the Shrike. Anyone
who is staying there will be running late as they try to escape the sopo-
rific comfort of the place.
The characters also interact with the television people, buying rounds
and telling exotic stories about Roger Moore or Pat Phoenix.
The scene ends as the television people head out to set up for their first
shooting day.

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Scene 3: The Film Shoot Scene 4: The Shrike


Mid-morning sees the film crew starting to set up before the unveiling. If the characters start to put together the clues, they may realise that
The director is trying to get a few good locations for content and may if there was a film shoot for The Professor in Solemn Vale, the crew and
ask the characters to assist, if members of the crew have failed to arrive. actors must have stayed somewhere. Enquiries will turn up nothing until
This is an opportunity to discuss more of the mystery around the appear- someone decides to check at the Shrike (see p. 264 of Solemn Vale).
ance of the Dekon, years before. Ronald Gibbs will be hanging around Located out of town, the Shrike has been open for business since 1918.
the set and will tell more of his stories about what he has learned. After the armistice, young air force veteran, Marcus Elder, moved from
Simon Arscott is also lurking, enjoying the attention he is getting from the city to start a new life. He wanted to raise a family in the idyllic
the tourists. If the Dekon mystery is mentioned in his vicinity, he will English countryside.
pull out an autograph book and show it to the characters. chock-full of A classically designed British townhouse, the Shrike stands tall over
signatures from the cast and crew of The Professor. the moors and cliffs, offering a spectacular view of the crashing waves
If Ronald Gibbs sees the book, he will note the signature of Robbie Jen- and the valleys surrounding the town.
kins, the production assistant and extra who supposedly went missing A check of the guest book at the Shrike for the dates of 14th and 15th
around the same time (see Scene 2 challenges). That may get him to tell of April 1973 reveals Robert Jenkins signed in as a guest on the correct
the story about Jenkins and suggest it might be linked to the appearance date, but he never checked out.
of the Dekon. Underneath Jenkins’ signature is a comment – ‘Personal Box 1443’.
Enquiries may illicit some more results.
Challenges
Challenges Persuade Marjorie to Give Up Jenkins’ Box: Persuasion (7). It will take
What about Brierley Lake?: Logic (4). This is a possible location for the considerable persuasion to obtain the private box of a guest from Mar-
documentary. jorie Elder. The narrator may elect to make this a challenge or a series of
Consequences: Success informs you that it is a very deep lake; accord- challenges, or to make it a roleplayed conservation.
ing to Victorian antiquaries it was mined for copper for generations, Consequences: Success delivers up the box.
dating back to the Bronze Age. On a 6+ result, the antiquary claimed Break into the Back of Reception: Wits (6), Obstruction (7). If the
that people sacrificed children here to consecrate the mine to their god. characters fail to persuade Marjorie, they may elect to distract her and
Dealing with the locals: Persuasion (6). try and break into the locked cupboard behind reception. There will be
Consequences: Several locals are not happy with so many visitors in consequences if they are found out.
town and really unhappy with being filmed. There will be several chal- Consequences: Success delivers up the box. Failure may end up with the
lenges. The difficult may vary depending on the situation. Success will police being called.
calm down each situation.
If matters escalate, the police may arrive. Local police constable, Andy Box 1443
Holloway is monitoring the situation (more information on p. 90 and Inside, the characters will find three reels of film and a small key. The reels
p. 92 of Solemn Vale). He is particularly abrasive and threatening. are labelled. ‘Terror of the Dekons’. This is an episode of The Professor,
which aired in January 1974 as a tribute to Felicity Harnworth, the actress
who played Belinda, the Professor’s faithful companion. Harnworth died
unexpectedly in the Summer of 1973.

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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.

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Scene 7: Secrets of the Dekon Challenges


If the characters have recovered the key to the padlock from box 1443, Breaking into the Town Hall: Wits (6), Obstruction (6). This can be
they may feel the urge to unlock the secrets within the Dekon. The ex- a multi-stage challenge involving different members of the group per-
position at the town hall will close at 5pm, and most of the fans will forming different tasks to ensure they are not observed and manage to
return to the Bowler’s Arm for an evening of discussions and drinks. The get through the locked or an open window. The narrator should feel free
quiet that descends on the town hall will be the perfect backdrop for the to make this a task that the players can spend time planning.
characters to make their covert move. Consequences: Success gets the players into the building.
The characters will need to employ a combination of stealth, cunning, Supernatural Emanations: Taint (4). There is something here, some-
and quick thinking to gain access to the locked town hall. A night thing around the Dekon that has a sinister history.
watchman or security guard might be patrolling the area, so they should Consequences: Success means characters quickly dismiss the sudden
avoid detection and be discreet in their approach. Infiltrating the town chill in the air after the curtain is drawn back. Failure means it continues
hall will require effort (Wits 6, Obstruction 6). to affect them. -1 on further challenges this scene.
Once inside, the characters will find the Dekon on display. It appears A Touch of Darkness: Taint (7). Handling the skull is an effort. There is
eerily lifelike in the dim light. The padlock on its back may be rusted a fearful presence about this item, something awful and cursed happened
and stubborn, but the key from box 1443 fits perfectly. As they turn the to this individual.
key and open the back of the Dekon, the characters may feel a sense Consequences: Failure makes the character unable to touch the skull.
of unease. Success allows it to be handled.
Inside the Dekon, they find an expensive wristwatch and a polished hu- Quiet Observation: Wits (9). Somewhere on the street, Andy Hollo-
man skull. The skull glistens in the light, its empty sockets black coals. way has hidden himself.
The wristwatch is cold to the touch, its hands frozen at a specific time – Consequences: Failure means the characters did not notice the po-
11:43. On the back of the wristwatch, there is an inscription. lice constable watching them. Success means they feel they are being
“For my beloved Isaac. May you always put your family first.” watched but cannot work out where from.

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.

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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.

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Scene 9: Heading Home Denizens


Two nights of hedonistic celebration have taken their toll on the gathered Tarquin Wellman – Aged twelve, young Tarquin caused a stir in the
fans and film crew. Many are heading home, but a few still linger around, town by finding the Dekon. Now, four years on, he is chafing under the
trying to soak up more of the unique rural flavour of Solemn Vale. thumb of his father Jakob.
In the Bowler’s Arm, Michael Maddison is deep in conversation with In times past, the Wellman family held a great deal of sway in Solemn
Jakob Wellman. Isaac Moore-Hollow watches on from the bar. Ronald Vale, but now they are a shattered force. Tarquin knows the family have
Gibbs is also there with a little camera, keen to record the moment the many dark secrets, but he has not been made privy to them. He wants
prop is sold to Maddison. to know the truth.
At the Shrike, Julia Teague is saying goodbye to Rose D’Arcy. She will Graham Brown – Oversees the sports centre and manages Solemn Vale
speak with any characters who are prospective journalists. She will men- football team. He has recently been affected by the Omega C strain and
tion there are many other mysteries in the Vale worth investigating, has been a bit off his game ever since. See the Browns entry on p. 186
maybe they should extend their stay at the Shrike. and Penhallow Cottage on p. 194 in the Solemn Vale core book.
Whatever answers the characters have been looking for, whether try- Ronald Gibbs – Twenty-something superfan of the television pro-
ing to find out the origins of the Dekon, or the truth behind the disap- gramme, The Professor, Gibbs can be found in the Bowler’s Arm on Fri-
pearance of Robert Jenkins, they have had their chance. The revelations day night. He keeps a scrapbook of newspaper articles about the Dekon
may have not brought closure, but they have brought new knowledge and all the other mythology around the show.
and understanding. Gibbs is full of extra information about actors, episodes, props and cos-
tumes. When the characters encounter him, he will tell all sorts of sto-
ries. Two that are important to the plot are the serial number on the De-
kon. Gibbs took a polaroid of it two years ago and has cross referenced it
with the props catalogue he managed to ‘acquire’ this year. According to
Gibbs, the Dekon is definitely an official prop from the show.
The other story Gibbs tells is about the strange disappearance of Robert
Jenkins. According to Gibbs, Jenkins was a production assistant, work-
ing in the props department, but also appeared as an extra in a few epi-
sodes of the series.
Rose D’Arcy – Producer of a new documentary shot in Solemn Vale,
provisionally titled Mystery of the Dekon. She at least pretends to enjoy
Solemn Vale, praising its lovely peace and quiet, a stark contrast to the
noise of London!
D’Arcy’s intrigue in the Dekon’s enigma only extends as far as boost-
ing her career. She is content with leaving questions unanswered, as
long as it results in a successful film. Her assertiveness in interacting
with the locals often rubs some the wrong way, occasionally leading to
strained relationships.
Whilst she talks up the Dekon documentary and mentions the BBC and
WRD Television as partners, she has not actually managed to persuade
any of these companies to support the project as yet. Most of the filming
and editing is currently being funded out of her own pocket. This revela-
tion may come out if she gets drunk on Friday or Saturday night.

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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.

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