This is an old idea we've all seen floating around several years ago. I decided to do my version of it with Savage Worlds a while back. I ran it successfully a number of times at conventions near our area and was a big hit. I passed the adventure on to one of the organizer's at Magecon events and it has been run regularly.
Decided I'd share it for any Savage fans looking for something a bit different and fun.
Notes:
This adventure is based on the Chaosium adventure "The Haunting", originally titled "The Haunted House", and has been included with the Call of Cthulhu game since it's beginning. It has been claimed that more CoC players have likely played the adventure than any other.
SETTING RULES
Shag and Scooby's Appetite
When Shaggy and Scoob get to prepare and eat a large meal (taking 1d6+2 minutes) they each gain a +1 bonus on their next roll.
Thelma's Glasses
When Thelma Aces on any roll requiring physical action, the player must roll a 1d6, on a 1-2 Thelma has lost her glasses. She can search for them each round with a 1 on a 1d6 of finding them on her own.
The Mystery Machine
If the gang decides to flee in the Machine, it has a 1-2 on a 1d6 of flooding out, requiring 2d6 minutes before they can try to start it again.
WHAT'S GOING ON?
Old Man Smithers was a cultist of Cthulhu, gaining great power through human sacrifice, specifically children. Many went missing form Coolsville in the '30's and '40's.
Unfortunately for Old Man Smithers, his cult was destroyed in a police raid in the hills in 1946 (part of the Hidden History of Coolsville). Smithers was terribly wounded, barely escaping to his home. Crawling to his secret lair, he has lain there all of those years, giving himself over completely to the dark forces which were anchored to the house and property by the cult all those years ago.
He has been transformed into something not human, awakened periodically by those foolish enough to enter his home. Those that do are driven mad by events in the house, brought to the basement-lair, drained of their souls to empower Smithers, and sacrificed to The Old Ones.
Billy is a runaway kid, drawn into the house where he hoped to spend the night. Smithers has drained his mind and soul for weeks, drawing upon Billy's energy to manifest hauntings and entities in the house, and even summon a Servant from Beyond, the Tentacled Thing, to aide him. For his entertainment, Smithers has also taken some of Billy's memories, of horror movies and kids shows, and manifested them to torture the investigators.
The House

Old Man Smithers can seal the house at will. Any bolts and locks will shut, and no amount of force will be able to break the doors down or even break a window. This is his domain, and the PC's are trapped until he is dead or he is done with them.
He has a number of other abilities he can use in the house, they are discussed below, in the text and in his write-up.
SCOOBY DOO.....F’TAGN
Fall, 1972
10 miles south of Coolsville.
Midnight.
Mystery Inc. has come to the Old Smithers' Place to investigate the supposedly haunted house, as, over the past few weeks, other teens have reported strange lights and sounds coming from the house at night.
The game begins after they have arrived in the Mystery Machine and parked near the front door.
PART ONE
The Smithers House, Exterior
The house is a run-down two story brick bungalow, overshadowed by tall trees in the yard. The house sits almost thirty feet off of the main gravel road. No phone or power lines run to the house.
The yard is overgrown with years of weeds and dry grass, looking yellowish and unhealthy compared to the nearby fields and light woods.
A rickety shed sits in the back yard, only a dozen or so feet from the house.
The front door is of old but stout oak, secured with a single lock (and is locked).
The windows are all intact, and the heavy curtains are shut. (If the PC's check closely, the windows appear to be nailed shut from the inside.)
With a Notice check, there appears to be a faint sound of a child sobbing, and it looks as if a curtain has moved, as if someone was peeking through it.
The Tool Shed
The shed is a rickety, weathered outbuilding, roughly ten feet by ten feet. The door is shut with a rusty chain draped over a rusty nail.
Inside the shed are a number of rusted tools: hammers, nails, saws, wrenches, etc.
Of particular note is a large wood axe (Str+d8), and a rusted chainsaw (2d6+4, A natural 1 on the Fighting die, regardless of the Wild Die, hits the user instead) next to an old can of gas. The chainsaw will fire up, but is unreliable. Each round the user must roll 1d6, On a 1 the chainsaw stalls.
We'll not worry about how much gas or how long the chainsaw will run. Let's just assume there's plenty for this adventure, and move onto the chaos.
PART TWO
The Smithers House, Interior
Downstairs
The front door has four deadbolts on the inside.
The main hallway runs the length of the house. Three doors are visible on the left, and two doors are visible on the right. A set of stairs is visible at the end of the hallway on the left.
With a successful Notice check, the PC's find faint footprints, child sized sneakers, leading down the hallway. Ultimately, they will lead up the stairs.
Room 1A storage room, filled with boxes of junk, rusted water tanks, and an old bicycle, stacked along the walls.
A large, old cupboard on the wall is shut. Inside are three leather-bound journals are found within, the diaries of W. Smithers. The address on the flyleaf of volume one gives the address of the house.
The diaries are terrible to read: they describe various occult experiments and rituals, including the detailed description of how to ritually disembowel and sacrifice a small child for the glory of Cthulhu.
Those who rifle through these journals must make a Smarts check.
- If they succeed, they must make a Guts check:
- If the Guts check is a success, they are affected by Fear ( pg. 100), if the Guts check was failed, they are affected by Terror and must roll on the Fear Table (pg. 101).
Room 2
A second storage room, this one mostly devoted broken furniture and other wooden items, which might be burned in woodstove or the kitchen stove.
Room 3
Hanging in this room are old, moldy raincoats, hats, and umbrellas. Moldy rubber boots are piled in here as well. Several rotted bags of coal lie here as well.
Hidden behind the coats is the backdoor to the house. It is secured with three bolts and two locks. Smithers will not open it for them, unless he is toying with them.
Room 4
The living room.
It contains conventional furnishings such as a sagging, rotted couch and stuffed chairs, a radio on a table, and a wood stove in the corner.
Most noticeable are the multiple shelves which line the walls of the room. Thousands of trinkets and bits of "antique" junk line the shelves.
A Notice check gives the PC's the revelation that, scattered amidst the trinkets, are a huge number of crosses, crucifixes, images of the Virgin, and rosaries. Several pictures between the shelves are of the Virgin and Saints, but they are so dusty and faded, that they are hard to make out at first glance.
Room 5
The dining room.
The center of the room is dominated by a long, faded mahogany table, seven chairs around the table, and a cabinet with ancient dishes and dining wear.
A large, heavy chandelier, complete with half-melted candles, hangs above the table, tied off by a worn rope to a hook in the wall near the cabinet.
While here, the PC's hear a TAP, TAP, TAPPING coming from the north wall.
Those in the hallway can hear the same noise from the wall.
Anyone coming close to the wall is suddenly grabbed by a withered hand, bursting forth from the plaster.
Buried in the wall is the zombie of a work-man (actually a manifestation of Billy's memory, from an old sci-fi show he saw once). The zombie hangs on tight, keeping the victim close.
On the next round, the zombie breaks free of the wall, packing a rusty claw-hammer in one hand (Str+d4).
It will fight until it is destroyed.
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6
Pace: 4; Parry: 5; Toughness: 7
Special Abilities
• Fearless: Zombies are immune to Fear and Intimidation.
• Undead: +2 Toughness. +2 to recover from being Shaken. Called shots do no extra damage (except to the head).
• Weakness (Head): Shots to a zombie’s head are +2 damage.
Gear: Claw hammer (Str+d4)
Room 6
The Kitchen.
A rusty icebox, a wood-fed stove/oven, and a rusty sink dominate this room. There are shelves of old canned food (soup, meat, rice) and some of the contents are still good if opened. Several bottles of homemade wine sit on the shelves as well.
A rickety table and two chairs are at the center of the room, and cabinet drawers reveal all sorts of rusty cooking utensils and knives.
A door leading to the hallway is partially open here.
Shaggy and Scoob can whip up a meal within a half hour with the contents of the kitchen.
After the gang finds the kitchen:
A series of random thumps and creaking can be heard upstairs. They occur every few minutes.
(Smithers is using his control of his room upstairs to lure the PC's up there.)
The Smither's House, Interior
Upstairs
This hallway runs the length of the upstairs. Evenly spaced on the right are three curtained windows. Four doors line the left wall.
The small sneaker tracks lead down the hall, apparently heading to the far room.
Room 1
A bedroom with a dusty bed and furniture.
There is a dusty double bed, a bedside table, and dresser near the window.
The table and dresser is covered with crosses, rosaries, and a few cheap jewelry pentagrams.
The dresser is empty, but the drawer of the bedside table contains a bible and an old .38 revolver (2d6), and eight bullets. The gun and bullets are in rough shape. For each shot taken a 1d6 must be rolled. A 1-2 indicated that the bullet is a dud.
After a few moments in the room, a noise comes from the rickety ceiling. Boards are pushed in as if a tremendous weight is resting on the rooftop.
Room 2
Bedroom.
Two small child-sized beds, toys, dressers, and pictures of cowboys and rockets. Everything is rotted and covered in dust and spider webs.
Room 3
Bedroom. This was Smithers' bedroom, and his influence here is strongest.
It contains a rusty bed frame, springs, and an empty dresser, drawers hanging open.
Smithers' influence is strong in this room, and he can cause things to happen.
- He can cause a loud thumping noise to be heard here (the noises the PC's heard from below.)
- He can cause fresh blood to drip down the floors and ceilings, and ooze up from cracks in the floorboards to for a large puddle. Testing (or Scooby's nose with a Notice check) can confirm that the blood is actually rat's blood
- He can make a scratching and rattling sound from the single window in the room (trying to lure a PC over to the window,)
- He can hurl the bed frame and springs around the room, using his Spirit score of d10 for the melee attack. If a PC is hit they take 1d1 + 1d8 damage, possibly pinning them into a wall. If this happens, the PC must make a Str check vs Smithers' Spirit score of d10. The PC's gang cooperate to move the bed, as per normal rules.
If the PC is near a window, and is hit, he must make an Agility check with a -1 penalty for each wound taken in the attack) or fly through the window and fall to the lawn below for a total of 3d6 damage from the fall and broken glass.
- If the character survives, he will find the doors unlocked, and can reenter the house.
- If he tries to take the Mystery Machine, check to see if it will start (see the MM's stats.)
- If the character gets it going and heads out, he must make a Notice check to see a large shadow crossing the moon. Two rounds later the Tentacled Thing (see below for stats) will attack from the night sky and try to destroy the Mystery Machine and the player within.
What ever happens, it calls for a Fear Check from the PC’s.
If a PC is killed by being driven through the window onto the glass and lawn, any witnessing PC’s must make a Terror Check.
Room 4
Bathroom.
A sink, bathtub with overhead tank, and toilet are here. Rotted towels and other decayed personal products are here. A brackish pool of water lies in the bathtub, fed by a drippy faucet.
The Figures in the Hallway
At some point, while between rooms, the characters see figures moving in the darkness at the end of the hallway. The two figures will step out and reveal themselves to be Rob the Tomato and Terry the Cucumber, two warped versions of child-friendly TV characters, drawn from Billy’s imagination to attack the PC’s. The pair of evil vegetables will begin a tirade of silly songs, then attack viciously until dead or the PC’s retreat back downstairs, where the killer veggies will not follow.
"Would you like to talk to Cthulhu?
Does a Shoggoth make you smile?
Would you waltz with the Dark Man,
down the produce isle?
HAVE WE GOT A SHOW FOR YOU!”
(At this point, Terry will fire up his chainsaw for a murderous attack!)
Terry the Cucumber
Agility d6, Smarts d4, Spirit d8, Strength d8, Vigor d6
Skills: Fighting d8, Intimidation d8, Notice d6, Persuasion d6, Shooting d6, Stealth d8
Pace: 6; Parry: 6; Toughness: 7
Special Abilities
• Fearless: Cucumbers are immune to Fear and Intimidation.
• Undead: +2 Toughness. +2 to recover from being Shaken. Called shots do no extra damage (except to the head).
• Weakness (Head): Shots to a Cucumber’s head are +2 damage.
Gear: Chainsaw ( 2d6+4, roll of 1 on fighting hits itself or Rob)
Rob the Tomato
Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d8, Persuasion d8, Stealth d8
Pace: 6; Parry: 6; Toughness: 7
Special Abilities
• Fearless: Tomatoes are immune to Fear and Intimidation.
• Undead: +2 Toughness. +2 to recover from being Shaken. Called shots do no extra damage (except to the head).
• Weakness (Head): Shots to a Tomato’s head are +2 damage.
Gear: Chainsaw ( 2d6+4, roll of 1 on fighting hits itself or Terry)
While in existence, even when fighting, the pair will constantly be making bizarrely skewed statements such as the following:
- “It's not nice to creep around in someone else's house kids!”
- “Remember kids, if you say your prayers right, Cthulhu will give you a thousand slave souls!”
- “C’mon and join us, we’re having lots of fun! After all, What Would Cthulhu Do?”
- “It's alright, we're part of Billy's Imagination!”
Smithers House Interior: Basement
Room 1
The door leading to the basement has a lock and three bolts, but they are unlocked and the door is easily swung open.
Below is the main basement storage room. The ten wooden steps leading down are in really bad shape. If more than 200 pounds is placed on the stairs at one time, Anyone on the stairs, if they collapse, must make an Agility check or suffer 1d8 damage from the fall on the broken wood.
The floor is dirt and the walls are of cracked but solid brick, except for the wall across from the stairway. This wall is a rickety wooden partition, cutting this area off from the rest of the basement.
Dirty rusty pipes run up one corner, leaking dark fluid, and the rest of the room is filled with piles of old lumber, trash, and other junk.
A small storage room made of old nailed together planks occupies the northeast corner of this room, and it conceals a surprise!
Room 2
This small storage area is filled with old, broken boards and is the current hiding place of special guest stars Don Knotts and Sandy Duncan!
They were driving by a few hours earlier when their car broke down. They entered the house looking for a telephone. With the spooky noises and goings on, Don and Sandy ended up in the basement, hiding in this room. They can hear the PC’s moving around and are terrified.
Don has a broken length of board (Str+d4), and will swing away wildly, attacking anyone who opens the door to this room. It will take a couple of rounds for him to calm down.
They will follow the PC’s, hoping to escape with them.
The Ritual Knife
Once the PC’s find Don and Sandy (or they ignore the small storage area and press on) a nasty surprise rises up from the junk of the floor. It is floating and completely silent: the characters must make a Notice check at -4 penalty, or be surprised by the coming attack.
The Knife will cause a Fear check from the characters.
The Knife is under the direct control of Old Man Smithers, and he must give his full concentration to the animation of the Dnife to manipulate it. It is nearly a foot long, slightly rusted and bloodstained, carved with disturbing images of alien things.
It will target a random character and fly across the room at a Pace of 6 to attack by stabbing. The attack score is equal to Smithers’ Spirit of d10. If it hits, the damage is 1d10+1d4 .
Its Toughness is 4, and its Parry is 7, but the character’s have a -2 to hit due to it’s small size.
The Knife will attack until it is broken or trapped in some method.
Room 3
This is the wall of rickety wood across from the stairs. It is poorly nailed together and the boards are easily moved aside or removed. Removing the boards and lighting the interior shows another wall, built exactly the same way, five feet away, creating a small partitioned off area. The floor is dirt, just like the rest of the basement.
A successful notice check reveals the words “Chapel of Contemplation” scratched into the far wall.
Coming from beyond this wall, between the cracks, are beams of bright candle light.
Peeking through the cracks shows the next room, Old Man Smithers ritual room. He is there, chanting away at a ritual.
Old Man Smithers
The old man is a terrifying sight (yep, Fear check.)
He is floating three feet in the air, near the back of the room, over a pentagram carved into the dirt floor and lined with candles. In the center of the pentagram is the still form of the young boy the PC’s saw earlier.
Smithers is naked; his flesh is nut brown and dried like jerky. He is hairless, and his eye sockets are empty holes. His mouth is pulled back in dried agony; his teeth are like rotted summer corn. Small tentacles, eight in all, have emerged from his rib cage and wave gently, in rhythm to his muttering..
As he floats in the air, his arms and head thrown back, shrunken mouth uttering terrible chants.
Zombies
Once the PC’s breach the room, a pair of zombies, buried in the loose soil of the floor in the "Chapel of Contemplation" space, are animated and can attack the PC’s whenever the GM wishes to escalate the situation.
They burst forth from the floor.
If the characters fail a Notice check with a -4 penalty, they are surprised.
The zombies attack to kill and will not quit until they are destroyed. One of their first targets is Sandy Duncan. If she is killed or mutilated, the characters must make a Terror check, as well as Sandy, if she does survive the initial attack.
Zombies
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6
Pace: 4; Parry: 5; Toughness: 7
Special Abilities
• Bite: The zombies have a wicked bite, inflicting Str+1d4 damage.
• Fearless: Zombies are immune to Fear and Intimidation.
• Undead: +2 Toughness. +2 to recover from being Shaken. Called shots do no extra damage (except to the head).
• Weakness (Head): Shots to a zombie’s head are +2 damage.
All of this noise gets Old Man Smithers attention.
His head whips down to look towards the PC’s, his mouth curls into an evil decayed grin, and his brow furrows over empty sockets.
The Big Finale
Smithers first action will be to cast a Blast spell on the PC’s.
He will continue to cast spells and engage in hand to hand combat until his pet, the Tentacled Thing, arrives in three rounds.
The Tentacled Thing will burst through the wall of the hallway above and destroy the basement doorway, landing in the basement to fight for its master. (In the play test below we swapped the Thing out for a Bhyakhee.)
Seeing the Thing calls for a Terror check.
It is a gigantic lump of dark-veined fleshy jelly-like substance, quivering and stinking and filled covered with a number of writhing tentacles, drooling mouths, and vacant, idiotic eyes sprouting from various locations on it’s loathsome, cancerous body. It also has two gigantic bat-like wings sprouting from the top of it’s bulk.
It will not quit until destroyed or dispelled with Billy’s death.
Billy is in a permanent coma, and he can never be awakened; Smithers has drained his life force too much and tied him to the haunting of the house. The creature is linked to Smithers through Billy’s life force. The fastest way to defeat the Thing is to, in fact, kill Billy and set his soul free.
Once Billy is dead, the Tentacled Thing immediately dissolves into a mess of foul, gelatinous, liquid, goop.
Smithers will also lose access to his Spells if Billy is dead.
Before Smithers dies he curls his hideous fist and shakes it at the PC’s declaring:
“And I would have summoned Cthulhu if it wasn’t for you meddling kids and your mutt too!”
Then he slumps over, dead.
The Final Roll
After the battle, any survivors must roll a Guts check.
Any who fail will lose their mind from the events, and most likely need to be admitted to an asylum for some time.
THE SCOOBY GANG: MYSTERY INC. (All are Wild Cards)
Norville "Shaggy" Rogers
Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Boating d6, Climbing d6, Driving d6, Fighting d6, Guts d4-2, Knowledge (Cooking) d12), Knowledge (Hippy Culture) d10, Notice d6, Persuasion d6, Stealth d8, Swimming d8, Tracking d6
Hindrances: Cautious, Quirk ( Voracious Appetite), Yellow
Edges: Acrobat, Fleet-Footed
Pace: 8; Parry: 6; Toughness: 6; Charisma: +0
Gear: Lighter.
Frederick "Freddy" Herman Jones
Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Boating d6, Driving d8, Fighting d8, Guts d8, Investigation d8, Knowledge (Occult) d6, Notice d10, Persuasion d6, Repair d8, Stealth d6, Streetwise d8, Swimming d8, Throwing d8, Tracking d6
Hindrances: Curious, Doubting Thomas, Overconfident
Edges: Alertness, Charismatic, McGyver
Pace: 6; Parry: 6; Toughness: 6; Charisma: +2
Gear: Groovy Ascot (+1 on Persuasion rolls with the ladies!)
Scoobert "Scooby" Doo
Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Climbing d8, Fighting d6, Guts d4-2, Knowledge (Cooking) d10, Knowledge (Hippy Culture) d8, Notice d6, Persuasion d6, Stealth d8, Swimming d8, Tracking d10
Hindrances: Cautious, Loyal, Quirk ( Voracious Appetite), Yellow
Edges: Acrobat, Brawny, Fleet-Footed
Pace: 8; Parry: 6; Toughness: 8; Charisma: +0
Special: Bite (Str+1d4)
Gear: Collar with "SD" tag..
Daphne Blake
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Boating d6, Climbing d4, Driving d6, Fighting d4, Guts d6, Healing d6, Investigation d6, Knowledge (Occult) d6, Knowledge (Coolsville Gossip) d10, Notice d6, Persuasion d10, Stealth d4, Streetwise d8, Swimming d6, Tracking d6
Hindrances: Bad Luck, Quirk (Superstitious)
Edges: Attractive, Very Attractive, Rich
Pace: 6; Parry: 4; Toughness: 5; Charisma: +4
Gear: Scooby Snacks ( Daphne has limited control over Shaggy and Scooby. When offering a Scooby snack, each must make a Spirit roll to not do what she wants. If she gives them a snack, they must make a Spirit roll AND get a raise to not do what she wants.)
Velma Dace Dinkley
Agility:d6, Smarts d12, Spirit d8, Strength d6, Vigor d6
Skills: Boating d6, Driving d6, Fighting d4, Guts d6, Healing d6, Investigation d10+2, Knowledge (Occult) d8+2, Knowledge (Science) d10+2, Notice d8, Persuasion d8, Stealth d6, Streetwise d8+2, Swimming d6, Tracking d6
Hindrances: Bad Eyes (Minor), Curious
Edges: Investigator, Linguist, Scholar ( Occult, Science),
Pace: 6; Parry: 4; Toughness: 5; Charisma: +0
Gear: Glasses, Magnifying glass (+1 to Investigation and Tracking checks.)
The Mystery Machine
This groovy 1960’s van is the Gang’s pride and joy. It gets them around pretty well, but it does have a few quirks.
Acc/TS Toughness Crew Cost
20/40 11 (3) 1+7 Not for Sale
The Mystery Machine a quirk of sometimes not wanting to start at inconvenient times. When the gang is trying to do something desperate, such as fleeing the house, it has a 1-2 on a 1d6 of flooding out, requiring 2d6 minutes before they can try to start it again.
The Mystery Machine also holds a good deal of equipment the gang may need on their adventures.
Carjack.
Tire Iron.
Spare Tire.
Spare one gallon can of gas.
Four road flares.
Two flashlights with spare batteries.
Fifty foot length of rope.
Shovel.
Snow scoop.
Ice scraper.
Two spare blankets.
Various maps in the glove box.
THE SPECIAL GUEST STARS!
Don Knotts
Agility:d6, Smarts d6, Spirit d8, Strength d6, Vigor d4
Skills: Fighting d4, Notice d4, Persuasion d8, Taunt d6
Hindrances: Cautious
Edges: Charismatic
Pace: 6; Parry: 4; Toughness: 4; Charisma: +2
Gear: Broken board (Str+d4)
Sandy Duncan
Agility:d6, Smarts d6, Spirit d8, Strength d6, Vigor d4
Skills: Knowledge (Dance) d8, Notice d4, Persuasion d8, Taunt d6
Hindrances: Overconfident
Edges: Acrobat, Charismatic
Pace: 6; Parry: 4; Toughness: 4; Charisma: +2
Gear: Cigarettes and Lighter.
THE BAD GUYS
Old Man Smithers (Wild Card)
Agility:d4, Smarts d10, Spirit d10, Strength d12, Vigor d8
Skills: Fighting d6, Knowledge (Occult) d10, Notice d6, Spellcasting d10, Stealth d6, Taunt d8
Hindrances: Mean, Quirk (enjoys drinking rat blood), Ugly
Edges: AB (Magic), Level Headed, Luck
Pace: 5: Parry: 5; Toughness: 8 (10); Charisma: -4
Special Abilities
Armor: +2. Petrified dried flesh.
Fear: His appearance is cause for a Fear check.
Floats: Pace of 4, cannot run.
Spells: Blast, Fear, Puppet ( 20 Power Points). Without Billy’s living soul to feed on, Smithers can only use 5 PP.
Undead:+2 Toughness. +2 to recover from being Shaken. Called shots do no extra damage (except to the heart—see below).
Weakness: Smithers’ heart is his one major weak spot. If he is hit in the heart (-4 called shot), he must make a Vigor check against the damage done. If he fails, he disintegrates into dust and bone.
The Tentacled Thing (Wild Card)
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+4, Vigor d12
Skills: Fighting d10, Notice d8, Stealth d8
Pace: 6; Parry: 7; Toughness: 12
Special Abilities
Amorphous Form: The Things not-flesh is difficult to damage and it can recover quickly than terrestial life. + 2 to recover from Shaken. Called shots do no extra damage.
Bites and Tentacles: The thing attacks with its numerous fanged mouths and ripping tentacles. It can attack any target adjacent to it, up to three times per target per round.
Fast Regeneration: The Thing continually heals open wounds with a successful Vigor roll each round. Once it is slain, it does not heal back to life.
Flight: The Thing is an amazingly agile flyer. By stretching its mass out it can streamline itself, increasing the power of its massive pair of wings. Flying Pace of 40” and a climb of 10”.
Large: Attackers add +2 to attack rolls to hit the Thing.
Size +4: The Thing is a vast amorphous bulk, weighing well over 1,500 lbs.
Terror: The Thing causes those who see it to make a Terror check at -2.
The Playlog from the first run.....
Scooby Doo…………….F’tagn.
Fall, 1972.
The old farmhouse near town. The one down Shadybrook Lane.
The gang is investigating an old house out on an abandoned road, Shadybrook Lane. The house has been abandoned for years but lights and strange noises have been seen and heard there by other kids, and the rumors have gotten back to the teen investigators.
They arrive in the Mystery Machine just after dark.
The old house is a crumbling one and a half story brick house with a slanted wooden roof. Weeds are tall in the yard on the front and sides of the house, and a spooky woods sit out back, just behind the house. In a sweep of the Mystery Machine headlights they see that all windows are intact and draped with heavy curtains. A small ramshackle work shed is in the back.
Freddie parks the van on the west side of the house, near the front door which is locked with a rusty old padlock. Freddie, Velma, and Daphne pile out ready for a night of fun and investigation. Shaggy and Scoob, on the other hand, scared of the spookerific house, quake and refuse to get out of the van. Velma and Daphne manage to bribe them with Scooby Snacks and they soon agree to join in.
Scoob actually prances as he heads to the front door with his humans.
Freddie, grabbing a tire iron out of the van, easily pops the lock and the door swings open. Velma and Daphne have two large flashlights and point the beams down a long, dirty, and rickety narrow hallway with three doors on the left. A set of double doors is on the immediate right, and another door further down the hallway.
Deciding to split up ( ) Velma, Shag, and Scoob open the first doorway on the left revealing a storage room jammed with junk, boxes, and trunks. They enter and begin to poke around for clues.
Freddie and Daphne slip through the double doors and enter a dingy, old living room. It contains dirty, mouse-chewed furniture, a wood-stove, an old radio, old dressers and lamps, and a few old bookshelves. On the left wall, an open doorway leads to what looks like a run-down dining room. Going closer to the bookshelves, they notice that there are several occult themed books, including one entitled The Black Arts. Daphne is spooked, and Fred quickly consoles her. This leads to a quick make-out session.
Meanwhile, in the storage room, Scoob has found a trunk full of clothing and digs into it, emerging dressed in a dress and bonnet and guffawing. Shag, a little tense, lights up a joint, and Velma has found a bookshelf of large, leather-bound books. Velma begins leafing through them, identifying them as the “Smithers Family Diaries.” Scoob spots a mouse scurrying around and pounces in it, chasing it around the small room. Flipping to some of the last entries of the diary, written by the patriarch of the Smithers family, old John Smithers, Velma reads entries of strange family rituals and degenerate activities.
“Jinkies! Old Man Smithers certainly had some strange ways,” Velma comments.
“And how,’ Shag agrees.
Scoob, having captured the mouse under his massive paws, quickly downs the rodent in a big gulp and a goofy grin. Velma and Shag stare at him, shake their heads, and all head across the hall towards the living room. Scooby shucks the dress but leaves on the bonnet.
Freddie and Daphne quickly readjust themselves as the rest of the gang enters. Freddie points out the odd books, and Velma quickly points out the diaries she read.
Daphne, spotting candles in the living room and dining room, lights them up to provide more light.
Suddenly, Shaggy and Scooby begin to quiver with eagerness. They smell food! Dashing to the dining room, they quickly set down to the rickety chairs and tie the old table cloth around their necks as bibs. Picking up rusty utensils Shag asks “Like, what’s for dinner, man?”
Scoob, with bonnet still on his head, eagerly agrees. “Reah, ruts ror rinner!”
“You two,” the girls laugh. “If you want dinner, you have to make it yourself, there’s a kitchen over there”, indicating an open doorway to a darkened kitchen.
Suddenly there is a tapping, from the wall right behind where Shaggy is sitting at the table. Everyone stops and listens. It’s a very faint sound, but it’s there.
Freddie thinks it’s coming from the hallway on the other side of the wall, grabs a flashlight from Velma, and heads back through the living room to the hallway door, tire iron ready. Daphne heads through the kitchen and out the hallway door found there. She is at the opposite end of the hallway from Freddie and both of their flashlights reveal an empty hallway between them.
In the dining room, Velma is peering intently at the wall where the tapping is coming from. Shaggy is doing his best to ignore it, and Scooby decides to go paw at the wall paneling to find out what’s going on.
Scooby begins to scratch and dig at the panels, whining and clawing.
He manages to dislodge one panel and a foul smell hits his nostrils. Velma leans in closer for a better look when a withered bony hand shoots out, clutching at Scooby’s collar. With a yelp both jump back.
The panels splinter, and all three see a wither, almost mummified body in old, tattered work overalls clawing its way out, skull teeth clacking together.
Shag gives a cry of “Zoinks!” his hair standing on end.
With a quick twist, he pulls the table cloth from around his neck, whips it at the zombie, grabs Scoob and bolts for the living room and hallway. Velma is right on is heels.
They nearly bowl Freddie over as they go by , heading into the hall and bolting for the front door and the safety of the Mystery Machine. Freddie runs towards the dining room, past Velma who is heading through the living room. Daphne enters through the kitchen. She and Freddie arrive just in time to see the corpse fall halfway through the shattered, rotted paneling.
With a quick leap, Freddie scoops up the tablecloth and wraps the zombie up like a mummy, dropping it to the floor. It’s struggling and he’s trying to be careful, convinced it’s a guy in a mask so he doesn’t want to hurt him. Daphne on the other hand, begins kicking him with her pump shoes. Losing her balance one of her heels hits where the skull is under the cloth and crunches through it like an eggshell, trapping her shoe in the quickly crushed skull. She freaks out, and Freddie quickly pulls her heel out.
Shaggy and Scoob have left the house and quickly dived into the Mystery Machine, slamming the door shut behind them. Velma, scampers out of the front door and pounds on the side of the van.
“Shag! Scoob! Let me in!”
The front door, under its own power slams itself shut behind her.
Shaggy opens the van door and drags her inside. It is quickly closed as they huddle in the dark.
Freddie and Daphne, back in the dining room, are examining the body. Noticing that there is no blood and the body seems rather frail, Freddie is re-evaluating his theory: he is convinced it is some sort of puppet or robot. Daphne, looking at the stinking black lumpy ichor on her heel, disagrees.
“It’s a dead guy Freddie.”
“No way. There’s got to be some wires or gears or strings here.”
“No. It’s a dead guy.”
“No way.”
Daphne rips open the cloth, exposing the crushed skull and rotting brains. Freddie remains unconvinced, thoroughly refusing to believe that a walking corpse attacked the gang. He stubbornly refuses to remain convinced that it’s anything other than an elaborate hoax. Daphne gently, pulls him away and they decide to head to the Mystery Machine to check on the rest of the gang.
Meanwhile, Velma, Shaggy, and Scooby , thoroughly spooked, search the van for weapons. This is not an ordinary investigation and they are freaking out. Velma is wanting to find clues and Shaggy is a little baked. Smoking some more weed, he’s getting paranoid. Remembering that they saw a work shed out back, Shaggy grabs a shovel out of the van and they head back towards the shed. Popping the rusty lock with the shovel, they search the shed. Velma finds no clues but Shaggy finds old tools, a rusty wood axe, and an old chainsaw. He grabs the saw and the axe. Feeling more confident they head back to the front door to see about Freddie and Daphne.
Both groups of kids reach the front door at the same time. Hollering at each other Shaggy tries the door from his side but it won’t budge. Freddie tries his side but its rock solid. Shaggy, wanting his friends out, hollers for them to stand clear, fires up the saw and attacks the door.
The instant the chainsaw touches the door, it flies open.
Spooked and puzzled, Velma, Shaggy, and Scoob enter the hallway to join Freddie and Daphne.
The door slams shut again.
Freddie gives his tire iron to Daphne and commandeers the fire axe. Attacking the door he hacks a large hole in the wood, but his axe bounces off of what appears to be nothing on the other side. Gingerly touching through the hole, his finger encounters an invisible barrier. Several swings of the axe shows they cannot shop through. Velma, examining the phenomenon, rationalizes that it feels like some sort of invisible metal alloy or solid air. No body disagrees.
Returning to the front living room they pull open a rotting velvet curtain and open a window, pulling it up. Reaching out the window, they encounter the barrier again. They are trapped in the house.
With a sign, Velma points out they may as well search the rest of the house for clues to escape. Scooby and Shaggy are freaking out but are placated by several Scooby Snacks. Then Shaggy remembers there’s a kitchen. Carefully entering the kitchen through the dining room, they see an old stove, icebox, drawers of old utensils, and a pantry filled with old but still useable cans of rice, meat, beans, etc.
Finding two aprons and chef caps, Shaggy and Scoob find a pot and warm up a fast stew. They then proceed to stuff themselves while the rest of the gang impatiently waits for them.
Freddie grimly points out, “ If the hippy gets killed we can always get another one. All we need is weed.” Daphne smacks him on the arm.
Bellies rounded, chainsaw humming, and a quick puff of cannabis, Shaggy and Scooby are mentally prepared to finish searching the house.
Entering the hallway via the kitchen, the gang sees a stairway to the cellar tucked away at the end of the hall by the kitchen door. Directly across the narrow hall is the twisting stairs up to the second floor. Before they head up, they decide to explore the two doorways on the same length of hallway as the storage room.
Velma, Scooby, and Shaggy take the far door. Freddie and Daphne take the nearer door.
The trio find a storage room filled with broken furniture and wood, probably used for the stoves. Freddie and Daphne find a room filled with old coats, umbrellas, galoshes, etc. They also find several canvas stacks of coal, for the stoves as well.
Meeting again in hallway, they decide to head upstairs, saving the cellar for last.
Taping a flashlight to the chainsaw, Shaggy takes the leads. Freddie comes up second, followed by Velma and her flashlight, Daphne and her candles, and Scooby, shaking like a leaf.
They enter a long narrow hallway. Four doorways lie on the left, three evenly spaced outside windows are on the right. The closest doorway is set further back from the hallway, indicating a smaller storage room.
Fred takes the first door and discovers a filthy bathroom. He spends a few minutes shining his lights in the sink and tub, as well as leafing through the old medicine cabinet.
Velma and Daphne head into the second room down the hallway. It is an old bedroom with a dresser, large metal bed frame and springs, and a large window overlooking the front yard.
Shaggy and Scoob head into the third room down the hall. They find moldy twin beds, old clothes scattered about, and a couple of rickety dressers.
Suddenly there is a loud thump from Daphne and Velma’s room, followed by a loud scream and breaking glass.
Freddy, Shag, and Scoob exit their rooms and dash to the doorway of the girl’s bedroom.
They see Daphne, standing there shaking and sobbing. The heavy bed frame and springs like next to the large, now broken window. Bits of blood and a shred of orange sweater is snagged on broken glass and jagged shattered window frame.
Shaggy and Freddie look out the window and see Velma lying on the lawn. She is twisted and broken with blood pooling around her. She is punctured by glass and broken window frame and obviously dead.
Her eyes seem to stare up accusingly at Shaggy, who is badly shaken by the scene.
“What happened Daph?” Fred manages to whisper.
“The bed,” she says, “The bed threw itself at her and drove her through the window…”
As Shaggy is looking out the window that Velma went through, he tests the air outside the window, but encounters the force barrier again. it was apparently dropped to let Velma hurl out the window, but came right back up. There is a noise outside the window, and a winged shadow is glimpsed, and a great swooping of wings can be heard above the house.
Scooby suddenly yelps and begins to bark at the floor.
In the center of the room, from cracks in the floor boards, a torrent of blood begins to surge up wards around their feet. Sniffing and pawing, bonnet still bouncing on his head, Scooby recognizes the smell as rat blood.
“Rats Raggy!”
“Cats Scoob?”
“Ro! Rats!”
“Hats Scoob?”
“Rats, Rats!”
“ What! Spit it out you Godd@@n Dog!”
There is a tapping noise on the wall behind Shaggy.
With a snarl, Shag fires up the chainsaw and jams it up to the tank into the wall, chewing up wooden panels.
The bed, by itself, heaves towards Shaggy trying to crush him. Shag jumps into the air, landing on the bed. Ripping the saw out, he attacks the bed in a shower of sparks and flying metal. It lies in pieces.
The blood begins to withdraw back into the cracks of the floorboards.
The gang quickly heads out of the bedroom and back into the hallway.
Shocked and grieving, they head to the last bedroom.
Nobody is doubting the Supernatural now.
It is a single bed room. Unlike the other rooms, it is in good shape, although unused.
The bedside table catches their attention. On it is a bible, a rosary, an old revolver and box of bullets.
Freddie pounces on the revolver. The box contains eight bullets, each of which appears old and unreliable. He loads the pistol.
Scoob, meanwhile, noses the rosary over his head and wears it around his neck.
Something heavy lands on the roof above the bedroom, bending the old boards of the ceiling inward. they can hear the large winged thing again as it walks around the roof, sniffing around.
Freddie carefully aims at the ceiling where the boards are bowed and fires. The hammer snaps on a dud bullet. Quickly he cocks the pistol and fires again, blasting a hole in the boards and evoking a half-shriek, half-roar as the creature leaps into the air, straining the ceiling terribly.
The gang runs out of the room.
The room where Velma died is filled with tapping sounds, blood is flowing from the floor and walls, and the shattered bed frame is twitching wildly.
They quickly go down to the first floor hallway.
A quick Scooby Snack and a puff for courage, and they prepare to enter the darkened cellar for clues to their escape.
The rickety, loose stairway is difficult to navigate in the weak flashlight beams. Freddie heads down first followed by Shaggy and Daphne.
Daphne, danger-prone as ever, trips (fails an Agility roll badly) and lands on Shaggy’s back, knocking them both to the floor. Shaggy barely avoids landing on his chainsaw. Daphne is shaken by the fall and lays their a minute.
Shaggy offers to help her up but she growls “Get away from me you damn hippy!” and climbs to her feet as Scooby trots easily down the swaying steps, curious as to what’s going on.
Looking around the cellar, they all see that it is a good sized room with three brick walls, the foundation of the house. A small wooden storage room is next to the stairway, and across the way, is a well built fourth wall of wooden planks. All sorts jumbled boxes, bags, trash, and rusted tools lie in heaps around the cellar.
Taking his light and pistol, Freddie peers into the darkened storage room.
A two x four flashes out from a dark, skinny figure which leaps from the doorway. Freddie goes down, his nose busted across his face (19 points damage. Two wounds. Fred only soaked one. Ouch). On the ground, Freddie quickly unshakes his wits and fires at the shadowy figure, barely missing.
“Wait,” cries a wavering, nasally man’s voice. “Don’t shoot!”
Freddie brings up his light as does Shaggy (his is still taped to his chainsaw.)
Caught in the beams of light is Don Knotts, shaking and holding a bloody board like a club. Behind him is none other than actress Sandy Duncan!
“Sorry about that,” Don Knotts says, “ I didn’t know it was you kids. It’s been pretty scary down here.”
Coming out, Don Knotts and Sandy Duncan explain that their car broke down about a mile down the road and they walked to the house and entered to look for a phone. All sorts of crazy noises and things started happening and they ran into the basement to hide. They’re been here for a while, until the gang came downstairs and found them.
They would love to join up with the kids to find their way out of here.
While they are telling their story, Freddie, covered in blood, messes with his broken nose.
Shaggy, a little high and giddy from everything going on, stumbles over to help set Freddie’s nose. Pulling away Freddie snarls “ Don’t touch me hippy.” Freddie then pops his nose back into place with a sharp crack.
Nerves are fraying quickly.
Scooby, meanwhile, has been nosing around in the piles of rubbish. Suddenly he stiffens and pulls something out of the trash with his teeth. He has what looks like an ornate dagger, stained with old blood.
Turning around he shows the others.
Shaggy says, “ Let me see that Scoob” and reaches for the knife.
Before he can get a grip on it, the blade suddenly flys from Scooby’s mouth and hovers in the air. Everyone is stunned for a moment, then they all react as the knife darts towards Shaggy, lightly cutting his shoulder, as he attempts to swipe it with his chainsaw.
The knife then darts over towards Sandy Duncan, cutting her arm, as Freddy tries to knock it out of the air by swinging his pistol and Don Knotts takes a swing with his board. Both fail.
Suddenly, Scooby gets and idea! Pulling off the bonnet he’s been wearing all along, Scoob manages to throw it over the dagger and hang on by the bonnet ties. The dagger is tangled and caught, but is pulling Scooby across the dirt floor as it tries to get free.
Fred and Shaggy jump on the bundle and help Scoob wrestle it to the ground. Freddie shouts for someone to dig a hole and Don Knotts begins to dig a fast one with his board. They quickly wrestle the knife into the hole, cover it with dirt, and then weight it down with rusting tools and junk.
The pile quivers, but the knife is trapped.
Resting for a moment, they decide to investigate the wooden wall. As Shaggy checks it out, Freddy begins to subtly hit on Sandy Duncan, but Scooby and Daphne dark stares quickly put an end to this.
Sandy Duncan isn’t too receptive anyway.
Shaggy, meanwhile, fires up the chainsaw and cuts a small doorway in the wall. Beyond is a five foot space and another wooden wall. He crawls in followed by the others. There is nothing in the five foot crawl space except dirt and something scratched on the wall. Leaning in close with the lights, they make out the words “Chapel of Contemplation.”
Shaggy then fires up the saw again and cuts a doorway through this wall.
On the other side they enter a large room, the rest of the basement.
In the center of the large room, in the glare of the flashlights, they see a corpse lying on a rusty springs and mattress. In the far corner of the basement there is an old table with curled up ancient papers and burned down candle stubs.
With Freddie and Shaggy in the lead, Daphne and Scooby head over towards the table and papers. Don Knotts and Sandy Duncan remain by the cut doorway in the wooden wall.
At the edge of the walls, they see hundreds of dead mummified rats in piles carelessly thrown about.
They peer at the corpse for a moment. It was a tall, gaunt old man, and has been dead for a very long time. The body is hairless, the rotting summer-corn colored teeth show from shrunken black lips and gums. The nails are long, black, and cracked. The naked flesh is shrived, petrified, with the appearance of some sort of wood.
Shaggy fires up his chainsaw and touches the hip of the corpse. Chips of hard flesh fly off, but nothing else happens.
Shaggy stays by the body as the other three head onto the papers. Freddie reads the papers on top, seeing what looks to be astrology and occult symbols. When he touches them to get at the pile beneath, they all crumble to dust.
The corpse opens it’s eyes and Shaggy jumps back freaking out ( one level of madness damage.)
“You son of a bitch! Get out of my house!” it snarls, raking claws at Shaggy’s legs as it leaps to its feet!
“OLD MAN SMITHERS!” someone shouts.
With a quick lunge, Shag drives the chainsaw into Old Man Smithers chest, sending bits of wooden flesh and bone flying.
Back at the hole in the wall, Sandy Duncan is suddenly yanked into the dark crawl space by two Zombies who were hidden in the dirt of the crawl space. With a scream poor Sandy Duncan is ripped to shred, covering Don Knotts quivering form with blood and gore.
Old Man Smithers slaps Shaggy silly with a powerful backhand, staggering the hippy.
Freddie charges across the way and bounces his wood axe off of the dead man’s chest, making a nasty by ineffectual gash in the petrified flesh.
With a high-pitched scream Don Knotts bashes in the head of one of the now emerging zombies with his board. As the creature falls, he turns towards the second walking corpse.
With a snarl, Scooby leaps on Old Man Smithers and grabs his arm with a vicious bite, shredding the arm and tearing it from its socket.
With a groan Old Man Smithers slumps to the floor, mortally wounded.
Scooby, petrified and shredded arm in his mouth, gleefully prances around the scene, tail upraised.
Seeing the zombie fighting with Don Knotts, Freddy reaches it before Shaggy, but misses with his wood axe, burying into the wooden wall. Shaggy steps up and, foolishly, pokes it running chainsaw at the zombie, missing it and barely missing Don Knotts.
Dropping his trophy arm, Scooby leaps on the zombie and rips its head from its shoulders.
It drops dead in its tracks.
With a groan Old Man Smithers snarls his hatred at what’s left of Mystery Inc.
“I was going to raise Cthulhu if it wasn’t for you f@@king kids and your f@@king dog too!”
Shocked, Scooby says, “Rats Reddling Rids.”
With a final wheeze Old Man Smithers gasps,” You got me, but my pet’s going to get you.”
He promptly keels over dead at last.
In the small cellar room where they first entered, there is a tremendous crash and roaring sound as the winged creature from outside smashes through the outside walls and through the kitchen floor into the cellar.
Stunned, the survivors see a large bat-winged, clawed, lizard-thing with rotting skin and gaunt features (Bhyakhee) bash its way through the wooden walls and into Old Man Smithers’ sanctuary.
Freddie gives a cry and smashes his axe into the thing, but it barely notices. Shaggy tries to bring his chainsaw into play but the creature rips him with its claws (two wounds.) Dropping to the floor Shaggy is dazed for the rest of the fight (couldn’t unshake, kept failing his Spirit roll with –3 penalties and no bennies. Poor Shaggy. )
Daphne and Don both lose it and huddle together in a far corner, shaking and scared out of their minds.
In a furious melee (seven rounds), Freddie swings wildly with his wood axe, Scoob rips away with his teeth, and the Bhyakhee claws and bites frantically.
After wounding the creature, Freddie manages one last wild swing and buries his axe blade in the Bhyakhee’s chest and it drops to their feet stone dead.
They are alive. Wounded, mentally scarred, but alive.
Aftermath:
We still haven’t decided how the survivors are going to explain how their friend and Sandy Duncan died in that haunted house.
Because of the Bhyakhee encounter, Don Knotts received the insanity Generalized Anxiety Disorder (legit rolled, how utterly appropriate for Don Knotts) and Daphne received the insanity Weak Mind (if it isn’t fixed with therapy by the next adventure, she’s going to be as crazy as a bedbug really fast next time.)
End.








Love idea! Only better it would as PDF...
ReplyDeleteThis is so brilliant it hurts. I second the call for a PDF. I've copied and pasted this into a Google Doc minus the first playlog. Here's the link:
ReplyDeleteScooby Doo . . . F'TAGHN!
This comment has been removed by the author.
ReplyDeleteSo I noticed that the whole thing with Billy didn't happen in your play through. Was this intentional or just didn't really come into play? It sounds like a great time.
ReplyDeleteChris "Savage Mommy" Fuchs
Didn't come into play. The lower powered Bhyakhee used in the play log was easier to deal with and, honestly, they killed the Hell out of Old Man Smithers with killer rolls.
ReplyDeleteAnd I see that when I typed it up I screwed up Smither's Toughness. Edited it now.,
thanks for the interest guys, and for posting the doc link MWSchmeer.
ReplyDelete