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Introduction

Something went terribly, terribly wrong. Whatever


institution it was that housed all these things failed.
Dozens, maybe hundreds of unexplained, dangerous,
terrifying creatures and objects have gotten out. Maybe
there is safety, in a bunker deep under the ground or
somewhere similarly obscure. But all you and your
friends managed to do was go through with the already
planned party in a house at the corner of the city, hoping
it would be far enough from the danger. Your night will
not go smoothly.
When I was asked to help with a haunted house
roleplaying night, everything I had thought about for
months sprung into place immediately. This document is
the result, meant to guide me and anyone else who
would like to try a live-action roleplaying evening with
these ideas.
All ideas in this concept were written for our specific
setting. If you intend to try it out yourself, you will have
to adapt it to your location, group size and group
experience level of course. All major events in the game
are directly taken from the SCP wiki, which I have never
worked on. Read the original articles on referenced
SCPs to gain a clearer picture of their attributes. You
may also want to add your own favorites to the list of
Events.

Due to our group, this game is intended for a low-rule


situation: There are no rolls, character stats or sheets.
Actions that players physically do always succeed as
much as they actually do them; purely role-played
actions will generally succeed unless players attempt
unrealistic or very stupid actions. Your group may not
want to play themselves or may ask for more regulation.
Adapt other live role play systems you feel comfortable
with in that case.
Almost everything in here should be kept secret from
your players. The ideal players will not even know what
SCP stands for. When you pitch the idea, stay
secretive about the nature of the horror game you intend
to play. If your players know a lot about SCP or
Containment Breach, consider avoiding creatures that
they could identify too easily. Genre-awareness is a
good thing if your players say Wait! Hes like a
weeping angel, dont blink! you have a great moment. If
they go Ive seen this in that one game! the mystery
factor will be greatly diminished and immersion will be
broken.
This document is intended to be printed out on duplexprinted A5 pages and bound as a flip-through book to be
kept available for reference during the game. Pictures
should be shown to players at appropriate points.

Requisite objects for the Game:

Printout of these rules not including events


pages for each game master.
Printout of these rules including the events
pages, only available to head game master.
A laptop or similar device to display various in game events
Speakers or similar devices to play sound files
for various in-game events, if possible portable
Flashlights for all players + enough Batteries (not
rechargeable) to potentially use as only light
source for the night.
Candles as support lighting.

Requisite Objects for individual Events:

Red Lamp (2980)


Small cake or other inviting food (Not Helping At
All)
Makeup for rictus grin (Not Helping At All)
Metal Object (Sounds outside)
Destructible box made out of wood or paper
(902)
Sound and Image files (attachment pending)
Letters (1981, INFECTED)
National Flag (1776)
Black Tearstain Makeup (Who are you?)

1 Day Before Event Warning:


Emergency! The city of [insert here] is under an
immediate state of emergency. A zone-wide alert has
been declared. Authorities are investigating an incident
at [landmark]. If you are in the immediate vicinity, leave
the area now and follow instructions from local
authorities. Do not approach the area and follow
lockdown procedures. Please take immediate action
to take cover. Go to a shelter area, such as a basement
or other secured rooms. Do not let strangers inside. As
we learn more information, we will provide further
updates.
Together with the radio warning file (attachment
pending) distribute the following task to all players:
Task: In addition to anything you bring with you IRL,
write down a list of things you would like to also provide
for the group. These will be available for roleplaying
purposes. You can only bring things that you could
convince the other players would be realistically
possible. If you could not conceivably have purchased
or transported an item to the location, it wont be
accepted. Otherwise bring anything.

On-Location Introduction:
When all players have arrived at the place, read this
explanation out loud to the players, ideally before they
settle in and explore.
Heres a short explanation of the game system: The
majority of events will be role-played through just saying
that they happen or by actually performing. You will be
playing as yourselves. Anything you can actually do, you
will be able to do in the game. If it isnt possible for
security reasons, to prevent IRL property damage or
because the required objects are on your list instead of
physically present, you can announce the action by
speaking up. Actions, like using a tool, will succeed
unless players dispute them. In this case, you can
convince the players that you would be able to actually
do it. Final ruling is given by the game master. Actions
can only be announced in the presence of a game
master.
You will not be informed about everything that happens only things you can actually see or otherwise sense. No
comment does not mean that nothing is happening. The
moment a description begins, you start noticing an
event. You may begin reacting to it while it is described
to you. If you need to announce an action that happens
during a description and can only be said, interrupt it.
If you have an out of character remark once the game
starts, use this hand sign [Your Choice].
Announcements are distinguished from in-character
speech by speaking up clearly.

Rules for the Game Master:


Pick a new Event when things have settled down.
Either choose one that fits or randomly pick one from an
appropriate escalation level. Estimate the overall
duration of your event - after each quarter, the next level
of events should begin being incorporated. Previous
levels are still available.
In case a player is about to face death through
stupidity, warn him that his common sense dictates
how bad this idea will be. Generally do not set up
threats that could end a players life or incapacitate him
permanently early on in the game. Excluding someone
early is not cool. This is not a slasher movie.
Should your group suffer a wipeout far before the end
of the session, consider doing a time reset and allowing
them to start over from the last secure point. Do not use
this more than once. Players should be unaware of this
option until it is enacted. If the group is wiped out within
the calamity phase, this can be a reasonable end point.
No matter how the game ends, once player activity has
ceased, give them some closure and describe where
things are going with the nearby world. Only give
external descriptions: Things that could be seen if you
flew over the area with a camera or listened in. Do not
provide explanations or insights into the thought
processes of creatures. If possible, let the way that
players dealt with events reflect on the situation: A
properly avoided or stopped threat should cause less

damage to the world than one that was allowed to


rampage freely. If any players survived, allow the
situation to be less dire. When the team falls asleep
tonight, they will not be disturbed anymore. Life will
continue, including theirs, even if at a terrible cost.

Events
Events are distinguished by four intensity categories.
Begin by only using Portents, add higher categories
over the duration of the play session. Some Events can
only be described with words; some have to be acted
out. Descriptions are meant to be told to the players;
Game Master Instructions are confidential information
for only you. Dont use all events possible some are
too similar to each other or wont fit the tone or context
of your version of the game. Choose appropriate ones
depending on the course of the game. When you
appropriate descriptions for your context, consider that
players are not aware of SCP vocabulary. Neither object
classes nor the type of end-of-the-world-scenario they
may be facing are helpful information to them, so avoid
any technical terms.

Phase 1: Portent
Event: Explosion on the horizon.
Description: Something in the city happened. You hear
a low, rumbling noise. A flash of light shines through all
windows, originating from the center of your city. If you
check after that, a dome-shaped explosion lingers in the
distance for about ten seconds before dissolving. There
is only minimal smoke afterwards. If you hadnt seen it,
you would not be certain it happened. The only good
news is: It was not a mushroom cloud.

Event: Sounds outside


Game Master Instructions: Leave the house and
cause sounds that will be heard inside, like hitting drains
or the frames of windows. If possible, do not be seen at
any point of this event.
Requisite: Metal Object

Event: Lights out


Game Master Instructions: Use your locations
electrical panel to shut off all lights. Return to normality
after about 10 minutes.

Event: Music on
Game Master Instructions: Using the available sound
system, play a prepared piece of music. Preferably
activate while unnoticed. If players are present as you

turn it on, explain that it happened by itself. Their


attempts at turning the volume down or the music off
may fail. Event ends after the one song.
Requisite: Music player

Event: The Cat that is twice


Game Master Instructions: Players will find a cat
inside the house that does not regularly live there and
should not have been able to enter. The cat is entirely
ordinary and has a distinctive calico pattern. After a few
minutes, they will find the same cat again, coming from
another inaccessible place. Both interact with each other
as if they had just met for the first time.

Event: SCP-2990 - Silently Soaring


Description: Three meters above you, five concrete,
grey statues float in the air. They are standing upright,
with their arms at their sides. Their stance is
unchanging, like a digital character model that received
no animations. Their faces are expressionless, their
heads bald. They move at varying low speeds, drifting
about without straying too far from each other. While
you stare, one of them passes through a tree as if it
were not there.
Game Master Instructions: The statues are intangible.
Any attempt at interaction will fail. If you find it fitting, let
them pass through the building. Within 10 to 15 minutes,
they will have passed into the distance, no matter what
the players do. Use this event to communicate clearly
that anything can happen.

Event: A new Day


Description: As you reflect about your situation, you
notice that you have gained awareness of a new day of
the week. It comes after Tuesday and is called Sifday.
You know that it has always existed, but also that it
hasnt been there a few minutes ago.
Game Master Instructions: First inform one player by
whispering. If they communicate it to others, announce
that everyone knows about this day, now that they are
thinking about it. If players investigate, they will find that
every calendar in existence contains Sifday. Inform
players who can explain the names of two other week
days that they also know that Sifday is named after the
Norse goddess of earth.

Event: Mirror Uncertainty


Description: As you check your reflection, you feel
uneasy for a moment. [Pause for player to check] After a
moment, you realize that your reflection is not perfectly
copying you anymore. It blinks a fraction of a second
before you do. It attempts a mild smile while you dont.
Otherwise, it still looks exactly like you.
Game Master Instructions: Mirror Uncertainty does not
go beyond this effect. The mirror does not react to
attempts at communication and never fails at being a
reflection in any major way. Depending on the layout of
your location, inform players as soon as they spend
some time with any Mirror during the play session, in
case they dont return to it until much later. Extend the
event to only one player or to all of them.

Phase 2: Intrusion
Event: Who are you?
Game Master Instructions: Take a player aside and let
them read this entire page.
You are now no longer yourself.
You remember coming from a terrible place that you
didnt enjoy at all. Everything was dark for an eternity.
When you saw a light for the first time, you fled towards
it and found yourself in this body. Unless asked
specifically about it, you dont want to talk about this.
You are full of hope about your new opportunity but also
are easy to sadden and retreat if pushed emotionally. If
you cry, your tears are black.
You retain some knowledge from the body you inhabit
now (like language) but having limbs and a voice still
feels new to you: walk and talk like you learnt how to
from a book but just tried it for the first time. You dont
understand things your human body learnt in school
after the first 5 years.
You want to do your best, but you dont know if your
new life will let you. Or if your sadness might overwhelm
you.

Event: SCP 1981 (Variation)


Game Master Instructions: Ring the Doorbell and hide.
The players will find an unaddressed letter on the porch.
It contains a CD or USB stick with only one File, named
[PLAYERNAME].mp3. If players never dare to touch it,
you already scared them successfully. If they do, they
will find a disturbing message.
Requisite: One of your players will be complicit in
creating this file before the game. If s/he is known for
creating podcasts or music, ask them to recreate one. It
should contain increasingly distorted audio, diverting
text and sounds of agony, ending in static sounds. Take
any inspiration from SCP 1981. Allow the victim of 1981
to be especially targeted by terrifying events, potentially
killing him in a highly dramatic fashion. If requisite is not
available, skip this event.

Event: Up is the new Down


Description: Suddenly, you feel light. For about five
seconds, all weight is lifted from you. Whatever being in
space might feel like, you are encountering it now. And
then, you fall down. To the ceiling.
The rest of the world seems to be unaffected by this
change. Furniture, Lamps, everything is as it was - but
all of you just fell up, and the blood in your body seems
to accept it too. Move around on the actual floor as
much as possible as if you were walking along the
ceiling.

Game Master Instructions: Start this event just before


or just after any other event has begun. The effects of
Up is the new Down only apply inside the House and
only to players and other entities. End it after any
appropriate amount of time.

Event: SCP-303 The Doorman


Description: The moment you approach the door, you
are filled with existential dread. You cannot open it.
Whatever is behind this door is the most frightening
thing you have ever faced. You can barely imagine what
it would do to you if you opened this door! You need to
get away from it!! Now!!
Game Master Instructions: Place SCP-303 behind any
door to block exit for a time frame you deem
appropriate. It can return later, especially if players have
been outside and want to return to the house. Distance
from the door lightens the effect, approaching the door
from the other side causes SCP-303 to disappear. If one
of your doors has a window, add a description of part of
its physique and show them the picture. If players
cannot see through it, 303 still works at full power, but
players will not know what it looks like, just that it is an
entity.

Event: SCP-2980 (Variation)


Game Master Instructions: Turn on a red light that you
put in a room before the game began. If the light
remains on for several minutes, a creature will appear.
This effect is also activated if players turned on the light
themselves and failed to deactivate it.
Description: Through the floor of the room, a bald, grey
head appears. A humanoid entity grows out of the floor.
It looks generally female, but reminds you of images of
the insides of a human body. You can see veins and
what might be muscles through the skin. Her facial
skeleton is more pronounced. The creature, once it has
entirely arrived, begins moving in an unearthly way
around the room, slowly examining the furniture and
turning body parts as if they were new to her.
Gravitation seems to affect her more intensely than it
works on others. It seems unaware of the humans.
Game Master Instructions: If players attempt to
interact with the entity, they will find that it feels cold, like
inanimate matter. It does not react to any attempts at
interaction. If handled with force, it may fall over and
then slowly stand up, return to her previous activity. The
creature will remain in this room indefinitely. Consider
letting later events affect it in any way you find
interesting. If players attempt peaceful coexistence or
dare to stay in its room, let this reflect positively on later
outcomes. They have shown bravery.
Requisite: Muted footage from Tools song Schism.

Phase 3: Escalation
Event: SCP-173 The Sculpture
Description: As you look out of the window, you see
something in the distance. The figure only distantly
resembles a human shape, with a far too big head and
stubby, small arms. It seems to be overall light brown
colored, but there are red, green and black splotches on
the head, which gives it the look of a water painted face
covered in blood. It is motionless.
Game Master Instructions: Secretly describe 173 to a
player looking out of the window. As soon as no player
is looking, 173 will disappear. Only when everyone has
an opportunity to see it, show everyone the picture.
Allow players to figure out the effect while you check
their eyes. If they allow it to get too close, first SHOUT
that it is right next to them, hurt them if they keep failing,
up to broken arms. The players will need to stare it
down for 10 minutes or hide in a cellar/attic. While left to
its own device, 173 will destroy the main room everyone
used up to that point. Dare to cause as much chaos in
the room as is acceptable. If possible, be loud about it.
After the players hid or annoyed it by looking at it for 10
minutes, it will leave as soon as possible and move on.

Event: SCP-229 - Wire Weed


Description: Five meters in the air, a tangled mass of
cables is approaching. It isnt being held up by anything
but behaves as if it were kept in position by pipes. The
cables extend toward your home slowly, but spread out
on the way toward other houses, like a spider-web of
infrastructure. You can hear a window breaking as the
cables seep inside.
Game Master Instructions: 229 can be averted by
turning off all lights in the house. Barricading the
windows or hiding light sources works too. As long as
the players understand that it is coming for them and
take actions to block entry, allow their attempts to
succeed. If left unchecked, 229 will break into the
houses wiring and infest the power network, causing
outages at inopportune moments. Cables may lie
around in rooms inconveniently, but will not be blocking
paths permanently. If 229 is allowed to enter, infections
can be cut off with tools. Players should be careful to
avoid electrocution if sawing through cables.
Placeholder Visual

Event: SCP-870 - The Maybe There


Monsters (sightings)
Game Master Instructions: Show one player one of the
following pictures and tell them that a creature like it is
stalking them from a distance.
870 will remain outside or enter rooms, hiding on the
ceiling like a spider or staying in their peripheral vision.
Update the player silently that they see them between
furniture or peering through a window while they feel
safe. Nobody else will be able to see or touch it. 870
remains passive and flees when engaged. It will
reappear to scare the player when they can least deal
with it, often in a different shape. If you find it fitting, let
someone else see it too, but try to maximize confusion
about its actual looks.
SCP-870 should ideally be used to create mistrust
between players. If possible, update a player while they
are not in the group, so that the others dont know if you
actually gave them personal info or if they are just crying
wolf.

Event: SCP-902 - The Final Countdown


Game Master Instructions: Place the box somewhere
where players will return while nobody is nearby. The
moment someone notices it, tell them they hear a ticking
sound coming from it and that they know it is dangerous.
Every player will have the same feelings, growing more
intense the longer they remain near it or when they look
inside, even though they will find nothing. Allow players
to do whatever they want with it. There will not be
consequences. Destruction of the box causes mild but
not total relief; remaining parts should be disposed of.
Requisite: Box of any kind. If possible, use one that will
be destructible by players.

Event: Not helping at all


Game Master Instructions: A pre-packaged piece of
candy or cake is found in an appropriate and prominent
location inside the house. It is small enough for only one
person. If a player eats it, their lips dry up and shrink as
if they had died weeks ago. Use makeup to indicate this
effect.
Requisite: Piece of Cake, Makeup

Event: YOU HAVE BEEN INFECTED!


Game Master Instructions: Let players find a letter,
addressed to the house. Inside, in a large font, write:
YOU HAVE BEEN INFECTED! Healthy people should
kill this one. Let the players live with any consequences
they draw from this. There will be no symptoms or proof
that anyone is infected.

Event: Silence
Game Master Instructions: At any point, inform players
that they have lost their voice. Nobody can talk
anymore, from one moment to the next. They can still
create sounds, but not with their vocal cords. Allow
players enough time to re-establish communication
through alternate media of methods. If you wish, start
another event halfway through Silence. After an
appropriate time (about 15 minutes) or at a dramatically
fitting moment, the effect is lifted spontaneously, never
to return.

Event: SCP-1776 The Patriots Folly


Description: The moment you see the flag, you can feel
your insides turn. It is clearly the flag of [your nation], a
symbol of national pride. You are here as a combat
force, defending your country and this flag especially.
Those other people around you are enemies of the
state, bent on destroying your homeland and pride. You
need to kill them. They deserve it.
Game Master Instructions: Place the flag somewhere
outside, or wherever you think it will fit. To all
unaffected, the flag looks just normal. Only describe the
effect to player(s) with military experience. Players will
use any weapons they can get hold of to kill. They will
not leave 1776 influence zone though. The associated
state of rage and emotion may cause affected players
holding guns to tremble, reducing their aim significantly.
Other players have to restrain the affected or keep the

players away from the flag. The moment direct view of


SCP-1776 is no longer possible, all effects end.
Requisite: A national flag of any kind.

Event: Death arrives


Description: You find a dead deer right behind the
house. It has clearly been mauled, but not eaten
entirely. It looks like it died a week ago or longer. The
smell only faintly reaches the house due to the distance.
Game Master Instructions: Should players decide to
investigate closer, let them find another carcass nearby,
also around the house. If paid attention to, they will find
dead forest animals everywhere around the house even in locations where, just moments ago, everything
was alright. If one player watches a location while the
others are about to find something there, they will see
the carcass gaining existence before their eyes.

Event: SCP 919 Needy Mirror


(Exclusive with Terrifying Mirror)
Game Master Instructions: Players who experienced
Mirror Uncertainty may find their reflection upgrading to
919. Their reflections can now talk and freely break the
mirroring effect, but will still tend to generally stay in
similar positions as the player. They will, using
conviction tactics that the player might use too, try and
talk them into not leaving. If players leave or stop any
mirrors from reflecting them, the reflection screams in
agony the moments it stops existing.

Event: SCP-760
Description: What you see could be an alien: It is small,
grey-brown and has a large, oval-triangular head. Light
shines from its eye sockets, but you could not tell if
there are actual eyes inside them. Reptilian scales seem
to be all over the face. Large black hairs make up a sort
of beard at the bottom of the face. Under it, a frail,
humanoid body holds up the far too big Head. Where
you shine your lamp on it, it becomes transparent and
then invisible the parts not directly hit by the light look
solid. The creature is crouching and handling something
it found nearby, possibly examining it with its sense of
touch and whatever other senses it may have. Since
you can not make out any facial features apart from the
eyes, you cant be sure about those.
Game Master Instructions: SCP-760 is an opportunity
to give a strained group some levity. It is mentally similar
to a chimpanzee and highly interested in learning about
anything. It can be found already investigating human
technology and will gently attempt to take any tools,
gadgets or other devices from players to examine them.
760 is not intelligent enough to actually make use of
technology in any meaningful way quickly, but engaging
it positively will cause it to gain trust toward the players.
All attempts at befriending it should be given enough
room to let players build a small bond with it. It can
easily be occupied by things in a normal household for
as long as needed.

If players fail to successfully deal with any other threat,


760 may interrupt to help. It has an instinctive
understanding of the anomalous rules that need to be
followed and can, for example, lead SCP-096 away by
holding its hand without engaging it, may hide SCP1776 or could hug the INFECTED player defensively to
communicate that they should not be killed for example.
If SCP-760 is immediately handled with aggression, it
will not flee but show submissive reactions. Killing it has
no side effects other than the loss of a potential friend.

Phase 4: Calamity
Event: Energy Wave
Game Master Instructions: Following any appropriate
prior event that ends in an unsecured location, inform
players that they are feeling an increase in atmospheric
tension, causing a general unease. If players check their
surroundings, they will see a shining wave approaching
from a direction they have clear vision of, if possible
from the city. The wave moves at walking speed and is
about two meters high, starting at the floor.
Players should immediately flee to the first floor or
basement of their location. Other indents in the outside
floor are useable too. If all players fail to return to safety,
they are thrown to the ground, dazed and weakened
during the next Event. If only one player fails, he dies.
The electricity in your location will not withstand the
energy wave, all power is lost. Portable devices kept on
surviving players or in safe spaces keep their function,
affected flashlights malfunction for 20 minutes with
constantly waning light.

Event: Absolute silence now!


Game Master Instructions: Inform players that
something is nearby and they need to be silent,
immediately. Any actions should cease. Closing a door
as silently as possible counts as a failure. End the event
when tension is at the highest point. Should players fail,
initiate any Event with an autonomous entity.

Event: Terrifying Mirror


(Exclusive with Needy Mirror)
Game Master Instructions: Players who experienced
Mirror Uncertainty may find that their reflections have
begun displaying active hostilities toward them. As if
trapped by the mirrors surface, they scratch at it trying
to attack their player, screaming inaudibly in extreme
anger. They remain uncaring toward the reflections of
unaffected players. If left visible for long enough,
reflections will attempt to use any tools in their visible
vicinity to directly hurt themselves, including cutting their
own throat or ramming blunt objects against their heads.
Once a reflection has died, no other surface will reflect
the player anymore. Covering or avoiding all reflective
surfaces suppresses the effect.

Event: Lazarus
Game Master Instructions: Any player who died
previously returns. Take the previously deceased
players outside and a bit away from the house and
inform them that, from one moment to the next, they
arrived here. They remember their existence up to the
point where they likely lost consciousness before death
but have no knowledge about what happened until just
now. They are still disoriented but otherwise suffer no
symptoms from whatever killed them. Do not use
Lazarus on players that died less than 30 minutes ago.

Event: SCP-870 - The Maybe There


Monsters (Attacks)
Game Master Instructions: Players who have
previously seen SCP 870 will now be under attack from
it. 870 does not possess supernatural strength and uses
natural tactics for the type of creature that it appears to
be. Only the affected players can fend it off. If multiple
players were affected previously, attacks on them begin
at the same time; players are able to aid each other
though. SCP 870 is both able to hurt players in
conventionally expected ways and can be hurt and even
killed in combat.

Event: Smartphone infection


Game Master Instructions: When activated, all smart
phones show, instead of the corresponding unlockscreen, a scary face that would usually be expected in a
jumpscare-heavy movie. The face is an unmoving
picture, any previous functionality of the phone,
including displaying the time, has been lost though. If
players attempt to use their phones again, the pictures
intensity will have increased, growing more bloody,
insane or appalling.

Event: SCP-096 Shy Guy


Description: A far too tall creature cowers in the dark,
back turned to you. It looks anorexic. The hands, slung
around its face, are huge. Arms and legs would even be
too long for an ape. It does not react to the light shone
upon it, apparently it is sobbing.
Game Master Instructions: 096 is a potential gameender. He can be found anywhere during the calamity
phase. If players leave him alone, he may wander
around and be seen again as long as his face is not
directly illuminated, looking in his direction will not
engage 096. If you want to give your group a second
chance, assume a cooldown period if all players look
at him together: One of the players who saw the face
will be imprinted on and has no chance of survival, but
until he is thoroughly killed, 096 will not re-engage, even
if others saw his face. After the murder, he returns to a
pacified state and can be activated again. If any other
entity sees 096, it will similarly incur its wrath. Players
who attempt to force this event should be rewarded with
success.

Event: The Neighborhood Ends


Description: As you check on the closest house to see
how it fares, the entire building lights up. As if all
particles in the house were turned into lights, every part
of the house shines for about three second, before it
collapses like a star. There is no associated sound or
debris left behind, only the clear indication that a house
should be there. The ground now shows a deep hole
where the cellar was, a few pipes hang in the air.
Game Master Instructions: If players investigate or
look for a longer while, all other houses nearby will
collapse in a similar way, leaving the players alone
within a wide radius. If nobody dares check it out, at
least the emotional safety of still being around other
human habitation is left for them. If nearby houses are
connected to theirs, sever them during the
disappearance.

Event: Wrong Door


Game Master Instructions: During any confrontation, a
door that has just been opened no longer leads where it
did before. The space behind it is wide, has no visible
walls, and seems to be filled with living biomass, like the
insides of a lung. The door can either obstruct player
movement or that of an enemy if closed right before
them. This place will stop existing whenever
appropriate.

Event: Wormwood
Game Master Instructions: A red mist spreads
everywhere. It is thick, but due to the darkness it does
not reduce visibility by a lot. The mist has no side
effects.
During the final confrontation, when you believe players
are about to die, or just after they won, a lightning-like
spark ignites from the center of the city. The mist
catches on fire, and within half a minute it will have
reached your location. Instead of burning up trees,
people or anything else, the moment the mist reacts with
the fire, every anomalous thing ends. They disintegrate
on contact with the mist. This also removes any
anomalies that affected the bodies of players, at
whatever cost necessary. Once the fire is gone,
everything is over. You can let players check this out for
themselves, but give them the end after a short while.

Forest Events
If players flee their location temporarily for whatever
reason, these events may be triggered. Forest Events
can happen in any phase but should be used more
carefully early in the game to avoid killing everyone
unnecessarily.

Event: Giant Steps


Description: The floor suddenly shakes. In the distance
before you, trees fall over. As the individual tremors
approach, you can tell that oval pieces of forest floor are
being flattened, one after another, in a relatively straight
line, heading right for you. Something invisible, giant
and fast is approaching you!
Game Master Instructions: Increase the intensity of
your description as the entity approaches. If players wait
to act until the very end of the description, consider
hurting one or two of them with crushed legs. Any kind
of cover is acceptable here. Only activate this event
while a way to avoid it is available.

Event: Scanning Shape


Description: While wading through the dark, you are
faced with a patch of air in front of you suddenly turning
blacker than even before. Shadows stream to it, visible
like light under foggy conditions. An unpleasant
mechanical sound accompanies the arrival. After ten
seconds, the object will have formed into a monolithic
structure with dark indents that look as if someone had
cut them into it. A sudden, bright light shines from the

deep center of the monolith, thrown at a nearby tree like


a searchlight.
Game Master Instructions: Use a secondary Game
Master if possible to simulate the light with a strong
flashlight. Players need to take cover and hide from the
sweeping lights. Move slowly but decidedly, as if you
had an idea people were around, but nothing but visual
sensors. Use music to accompany the event. Any player
partially seen by the light will cause further investigation
by the monolith. Any player clearly shone at will lose all
ability to move and then slowly fall apart, as if parts of
him turned to dust.
Requisite: Strong Flash light, portable music player

Event: SCP-450 - Abandoned Federal


Penitentiary
Description: While you move forward, your impression
of the forest changes. Trees seem grayer and wider.
The floor feels harder. Light travels a shorter distance.
Around you are heavy, metal cell doors held shut with
large handles that require two people to open them. You
are in a prison hallway, dirty, long abandoned and
damp. Behind you is a locked door, the only available
way is forward. You dare not to investigate this place
closer or cause anything hidden here to notice you.
Game Master Instructions: Allow players to use
flashlights to illuminate their IRL floor in front of them to
avoid falling, but otherwise force them to walk in a
straight line. Behaving in any way noteworthy will cause
doors to loudly open behind them, if players check, they
will find they are being followed by indistinct creatures
that pick up speed once noticed. Running may be the
prime solution at this point. Slow players will feel clawlike hands reaching for them, tearing clothes or pulling
on their possessions until they let go. At some point, the
corridor leads back into the forest. As soon as everyone
has left, no sign of 450 will remain. Consider using
appropriate music for this event.
Requisite: Portable music player

Contact with the outside World


In case the players attempt to communicate with the
outside world, update them on the state outside of their
location by acting out or describing these or similar
things based on the escalation level.

Portent:
Television and Radio programs will be replaced with
permanently looping alert messages similar to the
invitation message.
The internet is still fully functional, most sources have
not been updated since yesterday and the majority of
contacts are not available. News sites report on various
kinds of unsettling catastrophes, described as natural
events or industrial emergency.
Neighbors are unresponsive and have barricaded their
homes.
Example News Report: Any attempt at receiving news
from [Nearby City: Koblenz] has failed. The local
electricity grid seems to be inactive and unconnected.
While helicopters report no unusual activity, all streets
are blocked by cars. We repeat our recommendation to
stay at home and not use cars or public transit. Please
do not call the police, all forces are deployed and their
systems are over capacity.

Intrusion:
Several channels and websites become unavailable as
their locations are lost local catastrophes. Others report
on the wildly differing types of unusual events
happening everywhere, losing the usual news value
priorities.
Nearby homes suffer attacks from many Events that
players have to face too, likely dealing less successfully
with them.
Example News Report: A Delta Airlines flight between
Heathrow, London and Hartsfield-Jackson, Atlanta
suffered a malfunction and crashed into the Atlantic
Ocean, 800 km from the Azores archipelago. While
rescue workers were underway to the scene, all
passengers arrived at the destination gate at the
originally expected time, reporting they had an
uneventful flight. (Adapted from the Log of Extranormal
Events)

Escalation:
The content of many channels is infected. TV or Radio
channels may send disturbing messages including
unknown droning foreign languages, footage of surreal
creatures or foreign-seeming static. Websites will
display hex-code of unknown nature and scary visual
illusions.
Some homes are now inhabited by humanoid skinless
creatures sometimes visible peering outside through the
windows, behaving otherwise like normal people.

Example News Report: During a bank robbery in


[Adjacent City], all 47 hostages spontaneously
transformed into immobile naked skeletons, confirmed
onlookers and security camera footage. The thieves
fired several shots, damaging six skeletons and
breaking two windows, then abandoned the robbery and
fled the scene before police could arrive. As local law
enforcement entered the bank, all skeletons instantly
reverted to clothed living humans, with no memory of
the robbery having occurred. Six hostages whose
skeletons were damaged by gunfire reported injuries,
three of them died on the scene. (Adapted from the Log
of Extranormal Events)

Calamity:
Prolonged use of media will cause the next event to
start. Some previously lost channels have returned.
Their content will be appalling and may cause mild
delirium.
Example News Report: Several minutes of unidentified
speech, accompanied by psychedelic visuals as on the
next page.

Anticipated Player Tactics:

Everyone stays together


Everyone stays in teams of two or more
Players set up defensive parameters
Realness-checks of others through personal
questions

These are all reasonable reactions to the situation


players will find themselves in. Encourage their use by
showing that they work and avert some (but of course
not all) harm.

Players believe every claim to have seen


something instead of mistrusting others
Aggression against anything foreign
Players turtle in a safe room

You can thwart tactics that might diminish the intended


horror atmosphere by confronting them with Events that
counter them. SCP-870 or Who are you? can help
against too much trust. Most entities are invulnerable or
can kill you without hesitation - also consider using 1776
if players dont hesitate to attack anything inhuman. If
players intend to stay in one room in the basement for
hours, make it less comfortable by spawning things
inside the room.

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