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Joe Leather (Order #15324943)

Written by
Pete Lynn

Additional Content and Edited by


Jamie Wallis

Illustrated by:
Various

Cartography, layout and graphic design by


Jamie Wallis

www.greywoodpublishing.com

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Joe Leather (Order #15324943)
QUERP MODERN - ASYLUM

Published by Greywood Publishing


www.greywoodpublishing.com

First Edition Print: APR 2011

QUERP: Quick Easy Role Playing is © copyright 2010


Greywood publishing

QUERP Modern and QUERP Modern Asylum - Within


These Walls is © copyright 2010 Greywood Publishing

QUERP Modern Asylum - Within These Walls adventure


text is © copyright 2011 Pete Lynn

Additional text is © copyright 2010 Jamie Wallis

Trade dress, QUERP Logo, QUERP MODERN Logo,


Greywood Publishing and Crymson Games Logos & cover
design are © copyright 2010 Greywood Publishing

Images are © copyright their respective owners.

No part of this book may be copied or reproduced without


prior written permission from the copyright holders

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Joe Leather (Order #15324943)
OTHER PRODUCTS FROM GREYWOOD PUBLISHING
GWP01-01 QUERP 2ND EDITION RULE BOOK
GWP01-02 GAMESMASTER’S COMPANION
GWP01-03 PLAYER’S COMPANION
GWP01-04 BESTIARY
GWP01-05 PRISONERS OF ZONTAR (ADVENTURE)
GWP01-06 MARDIGAN KEEP (ADVENTURE)
GWP01-07 GREENSKINS
GWP01-08 GREENSKINS EXTRA

GWP02-01 QUERP MODERN RULE BOOK


GWP02-02 HEROES
GWP02-03 THE WILD WEST
GWP02-04 THE ASYLUM (ADVENTURE)
GWP02-041 WITHIN THESE WALLS (ASYLUM ADD-ON)

GWP03-01 EPIC ADVENTURE GAME BOOKS - VENGEANCE

GWP04-01 EPIC ADVENTURE - DUNGEON CRAWL CORE RULES


GWP04-02 BLACKTHORN FOREST
GWP04-03 TRELIAR CITY
GWP04-04 THE GRAVEYARD
GWP04-05 MURKWOOD SWAMP
GWP04-06 DUNGEON QUEST CARDS
GWP04-07 THE WILD WEST

GWP05-01 HAMMERAX THE ANCIENT WORLD

GWP06-01 FABLED LANDS ROLE PLAYING GAME


GWP06-02 FABLED LANDS - SOKARA SOURCE BOOK
GWP06-03 FABLED LANDS - GOLNIR SOURCE BOOK
GWP06-04 FABLED LANDS - ISLANDS SOURCE BOOK

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Joe Leather (Order #15324943)
Joe Leather (Order #15324943)
INTRODUCTION since the 1920s! They will have to be very careful
though, there are many ways to kill yourself and
Within These Walls is a supplement for Asylum that everyone else dotted around the chambers.
has been kindly written specially for Greywood

ACCESS
Publishing by the original author - Pete Lynn.
If you’re not the Gamesmaster then stop reading
now! To link this level to the main Asylum, there is an
automatic folding staircase operated by pressing
The Asylum is a horrific place; sparse, lonely, a button hidden under Hofas’ bed. The button
mind-bending and deadly. Enough, in fact, to send can be found by making a stealth (difficulty 13)
anyone spinning into madness. It has been home roll. Pressing the button twice makes the staircase
to the Hofas twins and their various followers for descend, pressing once makes it raise, once again
many years, but not all the secrets of the Asylum undetectable, back into the ceiling.
have been revealed yet and some lie completely
undiscovered! Each of the rooms in the upper floor have electric
lights that will need to be switched on to see.
This is NOT a stand-alone product. This When these lights are switched on, there is a 1
supplement adventure requires the QUERP in 6 chance that the light bulb will blow, leaving
Modern Core Rule Book and the original Asylum the room in darkness. Players fumbling around
adventure to play. in a dark room must make a stealth (difficulty 11)
roll or fall over an unseen object causing 1 health

OUTLINE
damage. The ‘read out loud’ passages assume that
the players have either flicked on a light switch or
Steven Hofas is an accomplished surgeon, as have a torch.
deranged as he is brilliant. Over the years, he has
grown steadily more confident at creating new life
forms from animals, body parts and other organic INSANITY
bits and pieces. Most of them die in agony but a At the end of each encounter there is a passage
few have survived. Steven keeps these and other noting the sanity roll needed to remain stable once
exhibits in his private ‘museum’, which is accessed seeing or experiencing the sights of that room. The
by a hidden staircase in the ceiling of his quarters. effects of insanity and madness can be found on
There is a whole floor missing from the original page 28 of the Asylum Adventure. Not all of the
blueprints (Hofas destroyed them years ago) that rooms require a sanity roll.
is sealed off from the rest of the Asylum.
There are two caretakers, ex-inmates, who take
care of the other exhibits in the secret location.
This privileged position gives the caretakers
privacy and freedom from constant surveillance.
However, that’s not all...
The East wing of this floor has been sealed off.
Behind the wall is a series of rooms. These ‘panic
chambers’ were constructed by Winston Hofas. If
the players can get in and out of them, they will
discover secrets the Asylum has held to itself

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Joe Leather (Order #15324943)
THE LOCATIONS that grotesquely staring at nothing, along with
a dozen or so large mammals. Each inhumanly
statue is lit up from its base, resulting in reflected
glares and terrifying shadows. Two shiny oak
1 – THE STAIR ROOM doors are set in the South wall.
As the players ascend the stairs, read them the Each of the fragile human exhibits are relatives
following: of Hofas. There are family resemblances that are
As you reach the top of the stairs you can see the noticeable if a character can make a successful
room above is small and oak panelled. It puts you knowledge (difficulty 15) roll. If the players make
in mind of a sauna, but the cold atmosphere and a second knowledge (difficulty 16) roll they will
oily dust on the floor around the ladder frame know that seven of the stuffed mammals are
suggest otherwise. There’s a small motor behind either extinct or are of an unknown species. One,
the ladder, presumably to work the ladder’s which appears to be a cross between a monkey
mechanism. A door with a small window in the and a fish, is a Victorian forgery of a Mermaid
top pane leads East; there are two identical green and hugely collectable. All of the exhibits are on
buttons next to each other to the left hand side of retractable wheels operated by a small lever on
the door. each base, making them easy to move. The walls
are sticky if touched; the substance is difficult to
If the players look through the grimy window, ask get off and could lead to problems handling small
them to make a stealth (difficulty 14) roll, to see objects. Any character that touches the walls must
into the Display Room. Note that their view will make a stealth (difficulty 16) roll when handling
be obscured even if the window is cleaned. The small or paper objects. If they fail the roll the items
left hand button raises the ladder, the right lowers handled will stick to their hands. These objects
it (as the buttons in Hofas’ bedroom) . Unless a can be easily removed but paper will tear in the
player falls on the motor, it poses no threat. process. The door leading to the Viewing Area is
If the players successfully see through the window, unlocked; the one leading to Hofas’ Private Room
read them the following: is locked and has a numeric keypad set into it. It
emits a small beep after four keys being pressed.
The room beyond the grimy window is very
If the players enter ‘1857’ (the founding year of
dark, mainly due to the poor state of the window.
the Asylum) it will open, close again and lock
You can just about make out some shapes in the
automatically.
room… humanoid shapes!
Gamesmaster’s note: Give that players a few
minutes to try and work out the code. If they
2 – THE DISPLAY ROOM fail, or simply have no idea, have them make a
knowledge (difficulty 14) roll. If they succeed
If the players enter the display room, read them
they remember the date and suggest it as a code.
the following:
Alternatively, you could have Hofas writing a
This spacious room is a grisly sight, shocking you journal that he has left in his room below stating
at first and leaving you with a sense of dread about the founding year of the asylum in the first couple
what else may be in Hofas’ secret haven. The walls of pages.
of this long room have been coated in a black, shiny
The sanity roll for this room is difficulty 7 (8 if the
substance and standing at regular intervals along
lights are out).
the black rubber floor are various examples of
expert taxidermy. There are three human exhibits,

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3 – THE DEVICE ROOM • Behind the cabling, a black metal tube
can be found in a small recess in the
The creamy white, panelled door to this room wall with a successful stealth (difficulty
is unlocked. If the players enter this room, read 11) roll. Although it appears to be a
them the following: pipe, it proves to be a handle. I the pipe
A stark, brutal blue light shines down from the is examined and the character makes
spot bulbs in this room. Every gap in every wall a successful knowledge (difficulty 12)
has been filled with vintage electrical equipment. roll. If pulled out then replaced, the
There are old computers with dusty magnetic tape ancient door in Hofas’ Private Room is
still hanging from their spools, smaller boxes with activated. (See encounter 6 - The Private
large metal buttons and blackened valves, wheeled Room and note the commotion caused
devices with antennae attached, cigar boxes with by pulling the lever)
dials crudely attached to the front and many other
devices. Even the gaps between the exhibits has
been filled with old cables that look untouched for 4 – THE PICKLE ROOM
many years. If the players enter the pickle room, read them the
If the players make a knowledge (difficulty 12) roll, following:
they realise that there are items to be discovered Walking into this dimly lit room, you can’t help
here, having a knowledge of history and electronics. but be disturbed by the throbbing sound of a
The items described can be removed from the wall hidden generator. As your eyes adjust, you can
with by making a knowledge (difficulty 12) roll see the room is painted dark grey and has a black
followed by a strength (difficulty 10) roll. Figuring rubber coating on the floor. Standing in the room
out the function of things might be a little more are display cases filled with a blue-green fluid;
difficult: there’s a shape in each case that you can’t quite
• The players can work out that the make out, but the little detail that you can see
brown cigar box with a dial and disturbs you even more...
directional toggle is the remote control The generator in this room is well hidden in the
for the primate in the Exhibition Room wall; the players will not be able to find it although
by making a knowledge (difficulty 14) making them make some stealth rolls will keep
roll. them guessing. The display cases are moveable,
• The players can work out that the also using retractable wheels, but they are far
tickertape machine here can be heavier. A black button on the side of the sealed
connected to the brain in the pickle room casing illuminates the contents a sickening green
by making a knowledge (difficulty 16) for a couple of minutes, then switches off again.
roll. There are six cases; three have large intestinal tracts
• There are old power cells on the wall, in them, twitching with something approaching
all with a small amount of charge in life. One contains a head, from the nostrils down
them. to the shoulders – it’s jaw slowly moves back and
forth. If the players examine the movement, it can
be seen to be mouthing ‘Help Me’. If the glass
is smashed or it’s interfered with in any way, it
will come apart like food scraps and turn into a
mulch floating in the fluid (as is the case for all

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the exhibits in this room). Another case contains a
dodo bird – wires stick out of it from every angle 6 – THE PRIVATE ROOM
as it appears to stare forlornly out from the murky If the players enter the private room, read them
fluid, half alive. Finally, there is a brain floating in the following:
clearer liquid. Its case has an old looking socket This cube shaped room is painted a creamy white
set into it – the tickertape machine in the Device and shaded circular wall lights create a relatively
Room links to this and can be made operational relaxing feel. A large window is set in the West wall
using an old power cell. The brain used to belong with beige blinds cover it completely. In the centre
to a confidante of Steven’s, but has been here for of the room, on a large brown mat which covers
ten years or so. the floor, is an old embroidered armchair pointing
Gamesmaster’s note: you may want to give out towards the window. There are two doors in the
hints or fill in some background via the brain, but North wall, one painted a cream colour and the
it cannot be questioned, it is totally insane and other is natural oak.
babbles randomly in English, French and German. If the blinds are lifted the players will have a
The sanity roll for this room is difficulty 9. clear view of the Viewing Area. The ancient Panic
Chamber mechanical door is set deep beneath
the plaster on the East Wall. The only way of
5 – THE VIEWING AREA discovering it is to operate it from the device room,
which will send whole sections of wall collapsing
If the players enter the viewing area, read them
to the floor; the caretakers will investigate this,
the following:
there’s also a chance anybody on the top floor of
Intense white light streams down from the spot the Asylum will hear the commotion and try to
bulbs in the ceiling of this room. The walls are investigate (see encounter 3 - The Device Room).
a very clinical white, and the floor has a black
rubber coating.
Any player that makes a successful stealth 7 – CAUTION ROOM
(difficulty 10) roll will see track marks all over it On the shiny white door to this room is a small
from trolley wheels. brass sign screwed to it saying CAUTION!
There is an unusual air of cleanliness in here. If the players proceed enter the room, read them
Doors lie North, West and South; a large window the following:
is set into the East wall. This room is completely unlit – the only light
Unless the players have visited Hofas’ private comes through the door you are holding open. The
room, the blinds will still be shut. Hofas uses this walls appear to be unpainted brick, the floor and
area to display or examine particular favourites, ceiling are also untreated. You can just about see
either close up or sitting alone in his private room. two boxes, each a cubic yard in size. Something
square and dark hangs on the wall opposite. You
can hear a terrible combination of slithering and
cracking coming from the boxes.
All of the things in this room are moveable, either
by retractable wheels or careful manual carrying.
If a larger object is carried, the players must make
a strength (difficulty 13) or drop the object. The

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loud bang has a 1 in 6 chance of alerting the
caretakers. The players will need a light source 8 – EXHIBIT ROOM
to see the exhibits and avoid stumbling here – the If the players enter the exhibit room, read them
door swings shut if left unattended. the following:
One of the boxes is actually a glass cage. Inside is This brightly lit, white walled room has a black
a grotesque creature with the body of a lizard and rubber floor and painted white doors in the North,
a ball of wood for a head. It’s about two feet long West and East walls. Dotted around the room,
and appears to be trying to attack the glass in a apparently randomly, are four free-standing
fear frenzy. If the players let it out of the cage, it white cubicles, each a yard square across the base
will attack anything it can, blindly and ferociously, and almost reaching the ceiling. There is a small
with its wooden head replacement. brass plaque on each of the doors. All is quiet in
this room, which is somehow more disturbing
Lizard Hybrid than any noise you could think of.
Fighting 6, Defence 12, Health 20, Damage 1d6+1 Here are descriptions of each of the cubicles.
(bludgeoning head)
Note: All of the cubical doors are ajar. If they are
The other box is a tank, like the ones in the pickle shut they lock and seal.
room. A large squid writhes around inside – even
though there is no water in the tank. Again, if the 1. ‘Lloyd – dormant, benign’; Inside this
players let this out it will cause havoc by attacking cubicle stands a white ape, apparently
the players and knocking objects over with the stuffed. It is fairly light and could easily
same 1 in 6 chance of attracting the caretakers. be picked up. Although motionless,
this exhibit is still ‘alive’ and is an early
Squid Hybrid remote control experiment. The control
Fighting 6, Defence 14, Health 23, Damage 2d6 is on the wall in the Device Room,
(razor-sharp bite) if the players can make a successful
Special Rules: Once every 3 rounds, the Hybrid knowledge (difficulty 16) roll they will
Squid will attempt to grab a character. That player make the connection between the two.
must make a strength (difficulty 14) roll to break Once activated, it is possible to make
free of the tentacles. If the player fails the roll it this exhibit move jerkily, which distorts
will take automatic damage from the monster. it’s face into an expression of pain.
2. ‘Lincoln – active, benign’; Sitting naked
What appears to be a surrealist landscape is
in a plastic chair is a putrefied, headless
framed on the wall. The players make a successful
body. If the exhibit is touched, it will
stealth (difficulty 14) roll they will see that in fact
start tapping on the arm of the chair
it’s a collection of eyelids and mouths, tattooed
with its partially mummified hand.
and slowly moving in a sickening fashion. Acidic
Any player that makes a knowledge
embalming fluid drips from the orifices – anyone
(difficulty 12) roll will work out that it
touching the picture will suffer damage 1d6
is tapping ‘S.O.S’ in Morse Code.
damage from the acid). Hanging on the wall next
to the frame is a set of keys which could be used to 3. ‘Garbo – dormant, benign’; Hanging
release the two caged creatures. from an elaborate blue glass hook is
an alligator skin handbag. If touched,
The sanity roll for this room is difficulty 6 . If the it wriggles slightly. If a character opens
creatures are let out it becomes difficulty 7. the bag (which has been stitched shut),
a pop will be heard and putrid entrails

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Joe Leather (Order #15324943)
will start to emerge from the bag. They fixing and reapplying embalming fluid to some of
will rot very quickly, enough to make the exhibits, as they would be killed within a week
anyone choke – Hofas is very proud of if their whereabouts was discovered. In return for
this creation, a gift for an ex-lover. being left alone, they take care of the museum for
4. ‘Felix – active, benign’; Sitting in the Hofas. The players are the first people they’ve seen
middle of the cubicle is a modern in five years apart from Steven, who personally
orange and grey plastic cat box, inside delivers a ration box to them every week. Lumpy
of which can be heard a scuttling. If the is tall with dark messy hair, Sue has a mass of
players look inside, they will see a cat’sginger dreadlocks. Both have British accents but
head pushing blankly against the wire Lumpy’s Cornish accent is only understandable
door. The creature is composed of a cat’s 50% of the time, Sue can translate. If the players
head and an owl’s body, each coated can diffuse the situation by making a charisma
in some sort of fluid. The creature has (difficulty 14) roll, both the caretakers are chatty
blackened stumps for legs vainly push and funny (if not a little out of practice with social
forward in a slippery reflex jumping etiquette). They have no scientific knowledge
motion. It can turn its head through a and know nothing of the religious goings on in
full circle, but cannot move its wings. the Asylum. If they think drastic things are afoot
The only danger from this creature is and they might be in danger, Lumpy and Sue will
to the characters senses, this gruesome help the players in any way possible. They always
freak could push a character over the wear the warm comfortable pyjamas they have on
edge. now unless they’re being cleaned, in which case
The sanity roll for each exhibit is difficulty 7. they walk around naked. All of their possessions,
which clutter the room, are functional everyday
items (there’s a small oven, a fridge, a table, a set
9 – CARETAKERS QUARTERS of drawers and the bed), the light has a ‘daylight’
quality about it due to some DIY from Lumpy. The
An unremarkable white corridor leads from the décor is green and beige, with a light wicker door
exhibit room to the Caretakers’ living area. in the East wall and an oak door in the North wall.
All you see of this room is a brown bed and some Both of these caretakers use the standard inmate
pot plants stats from the Asylum adventure on page 47. They
As the players enter the room, one of them (chosen will follow the players and try to help them but
at random) is grabbed around the throat by a man they will not get involved in any combat. Should
from behind the door. He holds a sharp knife to the any noise created in these rooms alert guards or
player’s throat. A woman steps out from behind nurses from the lower floors, the caretakers will
him brandishing a shotgun. Both are wearing run back to their room as quickly as possible.
stripped pyjamas. The woman, now pointing the They do not know about the secret door in room
gun at the players, says, ‘Who the bloody hell are 6 There are only 3 cartridges for the shotgun: 2 are
you?’ in the weapon and Sue has the other in her pyjama
pocket.
These are the caretakers, Sue and Lumpy LaRoux.
They are British political prisoners, forced to
disappear by the government because they are
being hunted by many different governments.
They are happy to be here, dusting, polishing,

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10 – CARETAKERS STORAGE ROOM
If the characters enter the storage room, read them • The bleach is poisonous. Anyone
the following: that drinks the bleach must make a
Pushing this door open, you hear a clatter of metal successful strength (difficulty 16) roll
coming from the room beyond or they will suffer 2d6 damage.
The players have knocked over a stack of pots and • The embalming fluid is VERY
pans. If they continue, read the following: poisonous. Anyone that drinks
the embalming fluid must make a
[This green and beige room is dimly lit and contains successful strength (difficulty 20) roll
many storage shelves, three on each wall. These or die in a very painful way.
are piled up with cleaning materials, bedding,
• A screwdriver could be used as an
plates, cups and other daily essentials. There are
improvised weapon that will cause 1d3
pots and pans lying all over the rough-brick floor,
damage (1 dice divided by 2).
there’s an oak door leading to the corridor in the
North wall, a light wicker door is set in the East • Only 1 of the torches is fully functioning.
wall.” The others do not have any batteries in.

There are a few bottles of bleach, a set of


screwdrivers, three torches and some other
common household objects to find here. There are
also two large jars of embalming fluid, the Hofas
brand and very poisonous.

New Weapon - Shotgun


This weapon is a standard double-barrelled shotgun that is found on most farms or clay pigeon shooting
ranges.
• If using the advanced rules, a double-barrelled shotgun holds 2 rounds (cartridges not
bullets).
• It takes a combat round to remove spent cartridges from the shotgun and load new ones.
• The shotgun has two triggers, one for each barrel, that can be fired together
• Shotguns can ONLY fire shotgun cartridges.
• Shotgun cartridges are NOT compatible with any other firearm.

WEAPON CLOSE SHORT MED LONG EXTREME DAMAGE NOTES


RANGE RANGE RANGE RANGE RANGE
(0-5M) (6-25M) (26-50M) (51-100M) (101M+)
SHOTGUN +4 -1 -4 N/A N/A 1 dice +3* RANGED
* if both barrels are fired together, the weapon does double damage (1 dice +3 multiplied by 2)

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11 – THE HIDDEN DOOR for ten minutes. The corresponding controls to
reopen this door are in the Panic Bunker (room
In the far eastern wall of this room is a secret door 14). The chambers are airtight, apart from the
like no other. The whole of the east wall is in fact Panic Bunker – players will weaken after an hour
a reinforced 10 foot thick concrete, strong enough and fall unconscious within two hours if the door
to withstand military bombardment from the is left shut.
1920s. The whole of this upper wing is held up by
thick metal poles that are concealed in the walls
of the carriage entrance below. No one looking at
the house from the front would possibly imagine
12 – CORRIDOR
Once in the corridor, read the players the following:
the structural layout on the third floor. The rooms
beyond are designed as safe retreat, should any of You have entered a narrow corridor stretching
the ‘experiments’ go horribly wrong. North and South. The grey brick walls are coated
in cobwebs, grease and dust. There are four doors
Anyone purposefully looking for a secret door
spaced fairly evenly across the East wall.
or hidden compartment must make a stealth
(difficulty 15) roll. If they are successful they The doors are described below. Cobwebs, grease
will find some loose plaster in the east wall. If and dust are the main feature of the corridor,
removed, it will reveal a lever. The lever opens the also pervading every room to a lesser degree.
hidden safety door set into the room. If the door is Where there is no light source in the chambers,
opened, read the following: the blackness is all enveloping and an air of
claustrophobia is always present.
A grimy metal circle seven feet in diameter emerges
from the wall, pushing tonnes of cement and
plaster out into the room! It’s like an earthquake
has hit the Asylum as you dodge sections of wall 13 – MEMORABILIA ROOM
If the players reach this door, read them the
If the players are in the Private Room (room 6)
following:
there’s a chance they could be injured or even
killed by this rubble. Ask any player in the room This door, blackened down one side by mould
to make a strength (difficulty 14) roll. Anyone and grease, has a dusty silver button set into it, at
who fails by 1-3 points will take 1d6 damage. Any head height.
player that fails by more that this will take 2d6 The door will open if the button is pressed twice.
damage from the falling rubble. A similar button is on the other side of the door. If
Gamesmaster’s note: The opening of this door they enter the room, read them the following:
WILL attract the attention of everyone in the Upon entering, you see that the whole room is
building. Orderlies and doctors will seek to find
filled with shelves. On the shelves are piles of
the source of the noise. Once the door is open, material, bundles of books, metal boxes and bric-a-
read the players the following: brac such as walking sticks, old coats and boxes of
The huge metal circle stands out from where the electrical wire. Unfortunately mould has affected
wall used to be by about a metre, supported by the contents terribly over the years and most of it
hydraulic poles. A stale, dank aroma comes from falls apart when touched. Everything is coated in
the gap behind. an inch thick layer of green / black greasy mould.
The door only stays open for ten seconds. After that The floor is weakened here, there is a chance of
is automatically closes and cannot be reopened falling through the wooden floor – luckily there

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is a cement base a foot below. If the players wade stay open long enough to aerate the rest of the
through the mulch, they may find a few things chambers.
of interest. Ask the players to make a stealth The mechanism to open the safety door (room
(difficulty 13) roll. If they are successful they will 11) is also here. The controlling level has three
find the following items: There are two sealed positions: up closes the door, middle position will
green metal boxes on a top shelf. One contains a open the door for 10 seconds and then shut (this
priceless collection of 5 first edition books (there is its present setting) and down will open the door
is a gap where the book Robinson Crusoe, located and keep it open.
in the Suicide Room, would fit). The books are
worth U$20,000 each if sold at auction. The second
contains a variety of documents and personal
information. If these are read carefully, they
15 – THE SUICIDE ROOM
As the players approach the door, read them the
will show that both Iain and Steven Hofas were following:
adopted from an inmate that their father had an
affair with. This dirty black door has a shiny black stone about
two inches in diameter set into it, at chest height.
If the jet stone is pressed twice, the door swings
14 – THE PANIC BUNKER open and will only close manually. There is a
similar mechanism on the other side of the door. If
A the players approach this door, read them the the players open the door, read them the following:
following:
As the door opens, you hear scratchy music
This filthy oak door has a red circular stone, about coming from inside. Looking into the room, you
the size of a bottle top, set into it at chest height. are surprised to see what looks like a recreation of
If the stone is pushed hard, the door opens for an early nineteenth century drawing room. There
about five seconds and then shuts again. The same is intensely patterned wallpaper and a hardwood
mechanism is on the other side of the door as well. floor, a gaslight is on a sideboard next to the wall
Any player who attempts to open the oak door which illuminates the half full crystal decanter and
by force will fail and will suffer 1 health point whiskey glasses next to it. An old gramophone
damage. If the door is opened, read the players has leapt into life as the door opened, playing a
the following: song popular from the 1920s. Finally, there is an
embroidered chair in the centre of the room facing
This room is small and pokey, although you can
away from the door with a small lace-topped table
smell fresh air. The moss and cobwebs on the
to the left of it. There are a few things on the table
ceiling sway slightly over the stark emergency
that you can’t quite make out from here.
bunker you have entered. A small fold-out bed is
in the corner of the grey brick walled room; the The gaslight is actually electric, with a power cell
rest of the space is taken up by a couple of dozen in the base. There is nothing in the sideboard. The
green metal boxes, each about the size of a large table has three grainy family photographs on it,
suitcase. all in ornate brass frames. Next to them is a copy
of ‘Robinson Crusoe’, in a thick green leather
The boxes contain enough tinned and bottled
binding. The 78rpm record, which automatically
supplies to last one person three months. There
plays once when the door is opened, is by Django
are a dozen holes above the chicken-wire that
Reinhardt, very upbeat traditional jazz guitar. If
coats the ceiling, leading underneath the tiles on
the players examine the decanter and its contents,
the roof; each is about three inches in diameter.
ask them to make a knowledge (difficulty 15)
The players will not suffocate in this room.
roll. If they are successful they will notice an
Gamesmaster’s note: the door to this room doesn’t odd smell about the liquid. The brandy is laced

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Joe Leather (Order #15324943)
with the Hofas brand of embalming fluid, fatal if
ingested (see encounter 10). Hidden in the far wall 17 – EMPTY ROOM
is a secret door. If the players actively look for an As the players approach this room, read them the
opening or secret door, ask them to make a stealth following:
(difficulty 10) roll. If successful they will find the There is no door to this room, only a doorway. As
door. It’s seamlessly disguised by the wallpaper you look through, all you can see are three grime-
but the area sounds hollow if knocked on and can smeared walls.
be removed, revealing the door. If the doorway is examined, holes can be seen
across the top. On the other side of the doorway,
set in the wall, is a lever pointing up. If the lever
16 – THE PRAYER ROOM is pulled down, metal bars shoot from the holes,
If the players discover the secret door from room forming an unmoveable jail gate. If the lever is
15, read them the following: pulled up again, the bars retreat back into the
holes. Anyone standing in the doorway when the
You face a blackened door, which has an oak circle lever is pulled must make a stealth (difficulty 16)
a foot across in the centre of it. roll to avoid the metal bars. Anyone that fails will
If the circle is pressed and held down, the door be killed instantly as they are impaled to the floor
opens – it’s the same on the other side.If the players by the bars. This jail is designed to keep things out
enter the room, read them the following: rather than in.
This room is painted black throughout, including
the floor and ceiling. A large, ornate Oriental
style shade hangs from the ceiling above a grotty 18 – THE HOLY GRAIL AREA
tasselled carpet. A bowl and some sticks are If the players discover the door behind the painting
to one side of the carpet and two sets of rotting in room 15, read them the following:
ceremonial robes lie in the corner. Hanging on Behind the portrait is a small concrete alcove. In it
the wall opposite is a portrait of a middle aged is an effigy of a person made from twigs, which is
Victorian gentleman. resting on a small green metal box firmly bolted
If the players examine the robes they will begin into the cement.
to fall apart through age and mould. In a pocket The purpose of the oak effigy is unclear, but it
is a small green tin, containing three portions of evidently meant an awful lot to the Hofas family
very potent psilocybin*. If the players search this at some point. If the lid of the box is lifted, a red
room, ask them to make a stealth (difficulty 15) button and a simple toggle switch can be seen. If the
roll. If successful they will discover that in the switch is flicked up and the button pressed three
ceiling, hidden by the shade, a metal wheel has times in quick succession, all hell breaks loose!
been set into the cement. If turned it opens like There are antique explosives set into the floor
a submarine hatch on a thick hinge. Above is a outside the chambers and in the West wall of this
tunnel leading directly to the roof of the Asylum; floor of the Asylum. There is a 50/50 chance of the
the other end has a similar hatch leading to the device working correctly (it can be tried repeatedly
tiles and the outside world. The Holy Grail area if the players are that way inclined) but, if it does,
is behind the portrait, which is of Charles Darwin the detonation will result in the top half of the West
and can be found by making a stealth (difficulty wing being plunged into fiery chaos. There’s also
a chance of the explosion causing a chain reaction,
10) roll. blowing up the Museum’s generator in the Pickle
Room. The Gamesmaster should play this by ear;
it could work for or against the players, it could
also be the chance for a suicidal last ditch effort to
stop the madness at the Asylum.

15
Joe Leather (Order #15324943)

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