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Sunday, August 12, 2018

Hell Camp: An OSR Survival Horror Scenario

This scenario was written using my OSR Survival Horror rules. It involves stranded travelers seeking shelter from an unnatural storm at a summer camp and trying to survive the night. It ran very smoothly and with the situation the PC's are in, packed in with a variety of NPC's, it wasn't hard to achieve a state of paranoia from the players.

If this interests you check out my other Survival Horror bits:
House of Darkness: An  Evil in a small town adventure
Run Piggy, Run: Backwoods horror mini-setting
Dawn of the Dead (1978): A mini-setting/funnel with movie characters and maps
The Thing (1982): The stats
The Thing: Outpost 31 and personnel


HELL CAMP
The forested hills near Red Lake Summer Camp
Late Fall, 198_

The players are travelers on a bus on the nearby back road.
The camp is closed for the fall and the old caretaker has begun winter preparations.
Nearby a group of young hikers have set up a party camp in the forest.

An early and massive blizzard hits the area. Snow and ice piles up as the roads are blowing closed.
The caretaker takes shelter in his cabin.
The hikers head towards the summer camp seeking cover.
Something crosses the snowy road and the bus wrecks into a ditch.

What's Going On
The blizzard is a complete anomaly coming out of nowhere on weather radar and blanketing an area of forty miles. Weathermen are going nuts trying to explain this one. They won't be able to, not really, because a Greater Wendigo has come down south. It's hungry, it's looking for fresh meat and fear  to feed on. Once it has sated its hunger it will retreat back up north.

The Bus
The adventure begins with the players on the wrecked bus.
Before the wreck several cars were seen off the road in the deepening snow but had no passengers.

The snow is falling heavy, the wind is rising, and the temperature is rapidly falling. A few of the passengers were injured in the wreck but have been attended to by Eli the paramedic and Sammy the firefighter (and possibly the PC's.)

The slide into the ditch broke several windows on the bus and killed the engine. Diesel and oil is draining into the ditch. There is no heat and with the temperature is falling fast if they stay here they will freeze. If the bus is equipped with a cb radio it will not be able to broadcast within the storm.

Bob the bus driver has driven this route many times and is aware that the summer camp is nearby. They passed the sign for its turnoff before the wreck.

What's on the Bus?
Passenger luggage and personal items.
2 tire irons
2 spare tires
12 road flares (15 minutes)
2 first aid kits
small tool repair kit
Cb Radio (the blizzard is blocking transmission and reception)

Night will be falling within a few hours. Their only chance of surviving the night is to move through the mile and a half of woods towards the summer camp for shelter.

Burning Stuff on the Bus
Very little is available. Seats, cushions, clothes, etc can be used as fuel but will burn up quickly. There's not enough diesel or oil in the bus to maintain warmth for long, too much has drained away into the drainage ditch..

NPC's Aboard the Bus
Bob Sanderson, 48, bus driver
Bob is a good guy. A devout Catholic and divorced father of two. He is responsible for his passengers and will not be willing to leave one behind if he can help it. His knee was sprained in the wreck and he can only move at a rate of 90'/30'.
Jackie Winslow, 36, used car salesman
Jackie is a bit of a sleaze who hits on all the women. He is out for himself and will do what it takes to see that he survives. He bashed his head on a window and lost a few hit points but is otherwise okay.
Eli Brooks, 31, paramedic
Eli is travelling the country on vacation from his native California. A professional paramedic he is level headed and cool in emergencies. He was uninjured.
Kaye Jones, 26, waitress
Kaye is in between jobs and heading back to her hometown to live with her sister. Having run away from home and on her own since she was 17 she doesn't frighten easily and can take care of herself in most situations. She was uninjured.
Sammy Morales, 27, fireman
Sammy is a professional firefighter in St. Louis. He is travelling to visit his parents. Like Eli he is good in an emergency and has nerves of steel. Sammy was thrown around and lost a few hit points but otherwise is fine.
William Prior, 18, punk
William is a punk rocker wannabe who likes to go by the name Nails. He has been in trouble a lot because of his mouth and attitude and a judge ordered him out of the state. He is on a road to nowhere. He broke his left hand falling out of his seat and cannot use it for anything.

Bob Sanderson, 48, bus driver
Hd 2
Hp 10 (currently 5)
Ac 10
Hit +2 melee, +1 ranged
Save 14
Special His knee was sprained in the wreck and he can only move at a rate of 90'/30'
Str 13, Con 13, Int 12, Wis 13
Drive +2
Drive, Heavy +3
Notice +2
Persuasion +1
Psychology +2
Repair +2
Club (1d4+1) Pocket knife (1d3+1)

Jackie Winslow, 36, used car salesman
Hd 2
Hp 8 (currently 6)
Ac 11
Hit +1 melee, +2 ranged
Save 14
Dex 13, Int 14, Wis 13, Chs 15
Accounting +1
Appraisal +2
Business +1
Notice +2
Persuasion +3
Psychology +3

Eli Brooks, 31, paramedic
Hd 2
Hp 10
Ac 10
Hit +2 melee, +1 ranged
Save 14
Str 13, Int 1, Wis 13, Chs 14
Driving +1
City Knowledge (choose) +2
Medicine +2
Notice +2
Persuasion +2
Pharmacology +1
Psychology +2

Kaye Jones, 26, waitress
Hd 2
Hp 8
Ac 11
Hit +1 melee, +2 ranged
Save 14
Dex 13, Int 13, Chs 15
Acting +3
Hear Noise (1-2/1d6)
Notice +2
Persuasion +3
Psychology +2
Sneak +1

Sammy Morales, 27, fireman
Hd 2
Hp 12 (currently 10)
Ac 11
Hit +3
Save 14
Str 15, Dex 13, Con 1, Int 13, Wis 13
+1 to Hit
Climb +2
Drive +1
Drive, Heavy +1
Medicine +1
Notice +2
Persuasion +1
Repair +2

William Prior, 18, punk
Hd 2
Hp 9 (currently 5)
Ac 12
Hit +3
Save 14
Special: Left hand is broken and useless
Str 15, Dex 13, Wis 12, Chs 13
+1 to AC
+1 to Hit
Drive +1
Intimidate+2
Notice +2
Security +1
Sleight +1
Sneak +2

The Woods
The road is a mile and a half through light woods to the edge of the summer camp.
The wind and snow have cut visibility down to a few feet at times. The group of survivors are far enough away from the Wendigo that they will only take cold damage of 1d6 hit points for each hour they are in the snow. If they are wrapped up in coats and other materials scavenged in the bus they can try a Constitution/Stamina or a Survival check for half damage each hour.

During the worst of the wind and visibility issues three of the NPC passengers will disappear. With the wind and snow they become separated and lost before anyone can notice. The wind is howling too loudly for the separated group to shout to find their locations.
The party stumbles onto a frozen corpse of a moose half hidden in the snow. It is frozen solid.  Anyone checking the corpse can roll a successful Intelligence check to realize, under the snow,  part of the moose is shattered as if dropped frozen from a great height.
Occasionally, barely through the wind, there is a faint noise as if someone is screaming above, from a great height.
A small pack of three feral dogs, mad from the cold and the hunger of a poor hunting week, will stalk and attack the party out of desperation. The mad dogs will target the wounded to drag off first and will fight to the death.

Survival rolls to determine location are impossible with the heavy snow and unfamiliar woods. The party will spend 2+1d2 hours in the storm before the stumble onto the camp trail near Ed the caretaker's cabin.

The Hikers
Two college dudes have dragged their high school girlfriends and one's cousin out into the woods for a weekend of campfires, beer, drugs, and sex. Like everyone else they were completely caught off guard by the violent storm. Brian and Jason spent time at the camp as kids and know where it is. They headed through the snow with the girls. Halfway to the camp they were attacked by a 'maniac' who ran out of the storm. They managed to beat him down with their walking sticks and flee into the storm. Bunny was badly bitten on her left forearm before they escaped. They arrived at the camp before the PC's party and Ed the caretaker has let them into his cabin.

Brian McMasters, 19
Brian is a loud-mouthed douche-bag. He will puff out his chest and try to take charge of any situation no matter how unqualified he is for the lead role. He's even worse when Bunny is around, jealously guarding her from all other guys. He is a coward at heart.
Jason Wilderson, 19
Brian's college bro and 2nd douche-bag extraordinaire. He's only along to get in Riley's pants and party. Always has a smart ass remark.
Bunny Liston, 18
Stereotype dumb blonde millennial. She can't live without a phone signal and was talked into the trip with the promise of a few mild party drugs. She was bitten by the 'wild man' roaming in the woods while lost in the snow.
Riley Olson, 17
Bunny's bestie and fellow airhead. She's slightly interested in Jason and way more interested in his beer and dope. Morgan is her cousin and she invited her along because she's insecure and wanted someone younger than her for the others to pick on.
Morgan Olson, 16
Morgan is Riley's brainy cousin. She is a fifth wheel that was invited by Riley and is often the target of Brian and Bunny's scorn and jokes. Her mother thought it would be a good idea to get off of her computer and gets some fresh air for the weekend.

Brian and Jason
Hd 1
Hp 8
Ac 11
Hit +2
Save 15
Str 15, Dex 13, Con 13, Chs 13
Boat +1
Climb +1
Drive +1
Notice +1
Persuasion +2
Repair +2
Sneak +1
Swim +1

Bunny and Riley
Hd 1
Hp 5
Ac 12
Hit +1 melee, +2 range
Save 15
Dex 15, Chs 15
+1 Ac
Acting +2
Notice +1
Pschology +1
Persuasion +3
Sneak +1
Swim +1

Morgan
Hd 1
Hp 5
Ac 10
Hit +1
Save 15
Int 15, Wis 13, Chs 13
Computers +2
Notie +1
Persuasion +1
Psychology +2
Research +2
Sneak +1
Swim +1

Camp Red Lake
The camp is a small private summer camp for richer kids in the area.

Red Lake
The Lake is man-made and fairly shallow near the shore. It drops off quickly to a depth averaging twenty feet. The island rises like a pillar from the lake bottom.

Trails
The camp trails are of gravel covered dirt. There are water fountains set at the begining of each trail.
Several natural hiking trails lead into the surrounding forests.

Locked doors
Each building has a standard door lock for the summer season and is padlocked shut as an extra precaution against animals and trespassers in the off seasons.

Archery Range
The Archery range contains a short indoor range for young campers and targets that can be set up outside. It also has the camp's supply of bows and arrows.
Ten bows
44 arrows
Two first aid kits
Fire extinguisher

Boathouse
Two row boats, 8 oars, and four kayaks, 6 oars
12 life vests, rope, etc
Two first aid kits
Fire extinguisher

Docks
Two boating docks come off of the island in Red Lake and the Boathouse. A swimming dock lies on the shore not far from the Counselor's Cabin.

The Island
The small island has a boating dock and a large firepit area.

Storage Barn
Camping supplies (tents, canteens, etc)
Lawn care (lawn chemicals, tools, riding and push mowers, grass seed, etc)
Sports (kickballs, basketballs, baseball gear, nets, golf gear, tennis gear, lawn darts)
Other (blankets, t-shirts, spare clothing and shoes, pillows, etc)

Administration
Two offices and file storage
Matches, flares, etc all locked in a cabinet
Large first aid bag, smaller kits
Fire extinguisher

Dining Hall
Dishes, utensils, plates, bowls, cooking pots, etc
Benches, tables, chairs
Stoves, ranges, ventilation unuits, refrigerated Unit and generator (currently off with no gas), sink
Pantry (currently canned and dry goods only)
Three first aid kits
Two large fire extinguishers

Counselor's Cabin
This large cabin is split into two barracks. The men's barrack is on the north and the women's on the south. Being connected shenanigans often ensue.
Bunk beds, card tables, lounge chairs, folding chairs, dressers, etc
Each room also has a writing desk, typewriter, and file cabinet
Clipboards and whistles are everywhere.
Spare blankets, sheets, etc
Two first aid kits
A fire extinguisher in each barrack
A spy hole is drilled into the middle wall
A can of bug spray sits on the men's writing desk
A small bottle of whiske is hidden in the women's barrack

Outside the women's barrack is a small toilet and shower building. A drinking fountain stands near here.

Boys and Girls Cabins
These two cabins are identical in build.
Bunks, blankets, sheets, pillows, etc
Toilet paper, bug spray, and other items in cabinets
Two first aid kits
Fire extinguisher

The Caretaker's Cabin
Ed Barlow, 57, caretaker
Ed has been the caretaker at the camp for ten years now. He maintains it year round. He's a bit rough around the edges from living alone in the woods for years. He's quick with a flashlight and a shotgun.
He has a pickup truck but it is buried currentlly drifted in by snow.

He has never seen a storm this large and bitterly cold this early in the year. Something feels wrong on the wind and he swears he is seeing something large moving through the woods in the storm.

The half frozen kids took him off guard but he quickly brought them inside his cabin and helped tend their wounds. When the PC's party shows up he will question them thoroughly before letting them in.

At the first sign of supernatural trouble ( most likely a Lesser Wendigo ) Ed will call for the PC's and NPC's to help him board up the windows and doors.

Living room
black and white rabbit ear tv
couch, chair
music radio
books on shelf
crucifix on wall
knick nacks and assorted junk
double barrel shotgun with 26 buckshot shells
Bed room
single bed
dresser and drawers
nightstand with medicine and books
clothes strewn about
Bathroom
toilet
sink
cabinets
toiletries
towels
cleaning supplies
stand up shower
Closet
3 spare winter jackets and 2 sets of boots
fall clothing
summer clothing
spare blankets
box of pictures
closet junk
Dining room
dining room table
six chairs
junk cabinets
two way radio, headphones, stand (antenna runs to roof)
Kitchen
stove
refridgerator
sink
kitchen cabinets, dishes, food
knives, utensils, matches, etc.
Store room
several days of food, water, beer
barrels and boxes
chainsaw, two gallons gasoline
Basement
large freezer with meat and food
generator
20 gallons gasoline
large tools
garden hoses, basement junk
Outside
large woodpile
rusty truck
well

Ed Barlow
Hd 2
Hp 9
Ac 12
Hit +3
Save 14
Str 13, Con 13, Int 14, Wis 13
Boat +1
Drive +1
Notice +1
Psychology +2
Repair +2
Survival +3
Track +2

Complications
Bunny's bite: Bunny may or may not be infected with the Wendigo virus if such a thing exists in the GM's version of this.
Frozen body bombs: Passengers who were snatched away and other travelers. Their frozen corpses explode as they are dropped from on high, destroying the engine of Ed's truck and possibly shattering a hole in the cabin roof.
Lesser Wendigo: Passengers from the bus or other traveler's changed and assaulting the cabin. There will be footsteps on the cabin roof, Ed's radio antenna and wires into the cabin will be ripped out, windows will be broken and survivor's will be grabbed, break through the stone cellar to attack from below, etc
Who's going to make a deal with the Wendigo? Pc's who do will change and attack. The GM can turn them into NPC's or let them play the monsters.

Greater Wendigo
Hd 15
Hp 66
Ac 5/14
Attacks: 2, bite or claw (2d6)
Save  5/ F15
Move 150(50) land, 360(120) flight
Alignment: Chaotic Evil

The  Greater Wendigo can tear a victim apart with its massive teeth and claws.  It can also regenerate 3 points of hp damage per round except for fire, magic, and wood from the ash tree.' It can see perfectly in the dark.

The creature generates a constant aura of fear with a radius equal to its current hit points in feet.
Those caught in the fear aura must make a Saving Spell (Magic) or suffer the effects of Fear found here.

A Greater Wendigo can summon and maintain a massive blizzard any time it wishes. The radius of the storm is a number of miles equal to half of the Wendigo's current hit points; as it loses life so does the storm. The Wendigo is nearly invisible inside of the storm surprising victims on a 1-4 on a 1d6. Those caught outside must make a Constitution check every full half hour exposed to the blizzard or suffer 1d6 hp damage from the arctic cold of the storm. Those making the Saving throw take half damage. The Wendigo will often snatch weakened victims into the sky where their screams can be heard by their companion. The fiend will then psychologically torture the living by hurling the frozen corpse from on high to shatter on the ground at the feet of the companions. Sometimes it will hurl the frozen corpse at individuals, vehicles, or even the rooftops of dwellings.

The Constitution check is modified by the following:
Light winter clothing: -2 bonus to the Saving throw..
Heavy winter clothing: -4 bonus plus automatically takes half damage, 0 damage if the Saving throw is made.

The Greater Wendigo preys on weakness and can deliver a curse upon susceptible victims within the confines of the storm. It can telepathically worm its way into the mind of one chosen victim per hour. The victim chosen will be weakened, wounded, sick, diseased, etc; consumed with fear, pain, and desperation and who believe they are doomed. It will promise to save them and end their pain if they surrender themselves to its will. Those who accept the offer take on the Wendigo Curse and become a Lesser Wendigo. The DM has heavy fiat here. The NPC can either choose or if the DM is unsure a Saving throw can be made to see if the bargain is made.

The most likely NPC's to accept the Wendigo's bargain are:
Jackie Winslow, the used car salesman
Kaye Jones, the waitress
Brian McMasters, hiker


Lesser Wendigo
Ac 7/12
Hd 3
Hd 15
Attacks: 2, bite or claw (1d4)
Save 15/ F3
Move: 120(40)
Alignment: Chaotic Evil

When the Wendigo Curse is accepted the victim immediately transforms into a Lesser Wendigo. Unlike a Greater Wendigo it has the ability to appear as a normal human being. When enraged, hungry, or attacking it will lose control and its true hideous nature will emerge. It will often show its true form as a psychological tactic to shock and horrify its soon to be meal.

The Lesser Wendigo can bite or claw twice per round. It is a formidable opponent taking minimum damage from all damage except fire, magic, and wood from and ash tree. It is completely immune to cold damage. It cannot fly as a Greater Wendigo can but it  can spiderclimb as per the spell and sees up to 90 feet in absolute darkness.

A Lesser Wendigo does not regenerate or heal naturally. It can only heal by eating raw flesh, gaining one hp for every two hp damage caused by its bite as it swallows the meat and blood of its victim.

Unlike a Greater Wendigo the Lesser lack the telepathic ability to pass on the Wendigo Curse. They can only attempt to pass it on curse via biting. If they choose to do this and successfully bite the victim, the victim must make a Saving throw to avoid the curse. If infected they will transform over the course of 1d6 hours. The only way the curse can be broken is by killing the Lesser Wendigo that delivered the cursed bite.

EDIT:
Dave's Crappy Maps!

The Camp

Caretaker's Cabin

Counselor's Cabin

Boy's or Girl's Cabins

The Boat House










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