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Suffer the Children v1.

1
Game Notes
There are no variants. So do not read any further if you want to play this as an investigator.
I use tokens on the game map so that each room contains a number token, with the corresponding
cards held off board under the same numbered token. This is why there are no Nothing of interest
cards listed. If you do not use tokens place Nothing of interest in empty rooms.
There are 7 custom cards to be printed out 5 event cards, a Keeper action card, and an objective
card. Print the front and back and place the action card and Objective card in a standard MTG card
sleeve.
You will also need to print out 3 door tokens see the file by

Creatures
John Foster use the Maniac figure

Stats

Awareness
Horror Rating
Damage Value
Health Value

1
-1
3
6

Special attack
As on the maniac base
Note - If John Foster is killed drop the axe in the same space
Awakened women use a Witch figure

Demon children use cultists

Stats

Awareness
Horror Rating
Damage Value
Health Value

-1
-1
3
6

Special attack

The women beckons to you.


Test Willpower -1.
Pass: You control your urges. No Effect
Fail: You embrace the women the
mouth in her abdomen inflicts a
horrible wound on you. Take 3 damage

Stats

Awareness
Horror Rating
Damage Value
Health Value

Special attack

The child calls out to her siblings.


Test Dexterity.
Pass: You kick the child over. Deal 1
damage
Fail: Another demon child runs into the
room. Place another demon child in
the room. It may attack this turn.

-1
1
2
4

Credits : My thanks to
J. D. Davidsen, whose Call of Cthulhu adventure A Fathers Pride forms the base of this scenario.

Matildadad and awakeneddragon for their map and card templates without which I would never
have attempted this.

Phil Mawson for his door tokens


Jean, Mike, Carol and Steve - playtesters

Story Choice
There are no story choices this is a one play story

Seed Cards
Room
Front Path
(Start Area)

Cards

Front Porch

Clue 1

Hallway 2
Library

Nameless Cults

Study
Guest Bedroom
Storage Closet
Master Bedroom

Silver Key
Ceremonial Skull

Dining Room

Kitchen Storage

Kitchen

Hallway 4
Storage Shed

Back Yard

Front Yard

Power Failure
Clue 3
Whisky
Saturnian Wine
Knife

Clue 2
Dreadful Passage
Sedative

Clue 5
Lockbox
Lantern
Clue 4
Locked Door (the door
leading from Hallway 4)

Description
Several areas of the front
yard have been dug over
maybe for flower beds or
shrubs
Lots of post and junk mail are
left strewn over the floor
nobody has bothered picking
them up for weeks it seems
The bookshelves hold many
books on the occult, and on
the lives of serial murderers.

This room is obviously


Fosters bedroom very few
clothes hang in the wardrobe.

Swinging gently from a meat


hook is the partially
dismembered body of a
women -anyone seeing this
takes a WP test at -2 if they
fail take one horror
Large boxes of tinned and
packets of food litter the
kitchen the fridge door
stands open with maggot
ridden food inside.

Several areas of the back yard


have been dug over maybe
for flower beds or shrubs
Several areas of the Front
Yard have been dug over
maybe for flower beds or

Mudroom

Jammed Door

Ceremony Room

Electric Lock
(Read the following to the
players
Note to keeper if the
investigators release the
women before event 5 they
have won describe how they
scramble out of the cellar to
see flashing blue lights of police
cars arriving, phoned by
neighbours.

Corner Hallway 1
Corner Hallway 2
Bathroom 1

shrubs
A horrible smell of stale
urine, mold and rotten food
comes from this room. The
walls are water stained.
4 women are manacled to
the dripping walls of this
room a large metal pipe
runs down the centre of the
room, with large shower
heads. The manacles are
held in place by a metal box
which has an electric lock
solve the puzzle to release
the women

Very dirty bathroom bath is


full of dirty water fed by a
dripping tap the water has
overflowed onto the floor.

Front Yard

Component Setup
Perform the following steps

1. Clue Cards: You will have to print out the front and back of the clue cards and glue them together.
2. Exploration: Nameless Cults, Silver Key, Ceremonial Skull, Power Failure, Saturnian Wine, Knife,
3.
4.
5.

Sedative, Lantern, Silver Key, Whisky, Axe (dropped when John Foster is killed)
Obstacle: Lockbox, Power failure
Lock: Locked Door, Jammed Door, Electric Lock, Dreadful Passage,
Build Mythos Deck: Build the Mythos deck with cards containing the following icons

6. Claim Keeper Action Cards - Evil Presence, Raise Child, Command Minion, Uncontrollable Urges*
7. Starting Cards- 1 Mythos, 1 Trauma
*Note I play a house rule with Uncontrollable Urges it can only be played on a player who in the
previous turn received a trauma card.

The Story so Far (for the players to read)


The newspapers are full of stories of young women who have gone missing (abducted by someone
the papers have tagged The New England Ripper) since over a year ago, both from the local area
and further afield. Lately some of the body parts of the missing women have been discovered,
buried in isolated places. The news reports have made no mention of how these women died, but
through your contacts you have obtained a coroners report of one autopsy on a torso (the head
and limbs have not yet been recovered).
The coroner believed that the woman died from a massive internal trauma, with her abdomen
ripped open. Small bite marks were noticed around the abdomen and on the arms and legs of the
deceased, the bites being provisionally identified as those of a small mammal.
You decided to track down the Ripper before more young women are killed. You consulted a
medium, who led you to track down the whereabouts of an occult book, Pater Dominis. Of the
three copies available in the area, two are locked in private collections. The third was lent out by
Fenwick library to a man named John Foster the book is well overdue.
You know that the police will not act on such thin evidence, so you decide to find out whether John
Foster is somehow connected to the murders. Observation of John Fosters house Hillview over a
few days shows that he lives alone. He tends to leave the house just after dark, returning before
dawn because of the empty roads at that hour following him is not practical. You decide
therefore to wait until tonight when he goes to break into the house in the hope of gathering
sufficient evidence for police action.
John gets into his car, and drives past you into the night you head for the house.
Special Rules (to be read to players)
Investigators may attack each other as if they were humanoid monsters. The keeper may not use
Uncontrollable Urges to make an investigator attack another investigator with a spell. The
keeper may not move investigators into locked rooms. The keeper has special mythos cards that
he can play facedown on investigators. Although an investigator may look at his own cards, he
cannot share this information with other players. When an investigator is killed, he reveals any
facedown cards he has.
The Loss of will Mythos card makes an investigator win with the keeper (instead of with the
investigators). A player with this card is not considered an investigator for the purposes of
Objective cards.

Notes for the Keeper


John had an interest in the occult, but it remained a harmless hobby until he read Pater Dominis,
which flipped him over into total insanity. He is following the instructions in the book in an attempt
to father a male demon child. To that end he kidnaps young women, subjecting them to foul occult
practices before impregnating them. The demon children grow very quickly, and within 4 weeks rip
their way out of the womb, killing their mother in the process. John then dismembers the womens
bodies and buries the parts, at night, in isolated places. All the children born so far are girls, which
has driven John to further extremes in an attempt to father a son.
John buried the new born girls alive in the garden at the front and rear of his house, but to his delight
they survived and live in a warren of tunnels under the house
John will not be in the house when the adventure starts he arrives after the first event is revealed.
There are two bodies awaiting dismemberment the first is in Bathroom 1, in the bath under the
water. This women comes to life at event 3 (is possessed by a demon) and will attempt to kill the
investigators. The second is hanging on a meat hook in the kitchen storage
He will realise that his operation has been discovered and his first intent is to open the valve on the
water pipe in the shed, thereby flooding the basement and killing the five captive women he will try
to avoid the investigators, only attacking investigators who get in his way. Once he has opened the
pipe he will guard the shed and the basement door to prevent the investigators freeing the women.
Note that if John is killed, his body will turn to smoke and disappear John cannot be killed forever by
normal means, but destroying his physical form will stop the kidnapping for now.
The wheel in the shed turns the water flow on or off it is currently in the off position. To turn it
requires solving the lock puzzle whenever John turns the wheel the puzzle is reset. If the wheel is on
water floods into the ceremony room, and after Event 4 place 2 time tokens if the wheel is on, 1
time token if the wheel is off.
Keeper wins if
a.
b.

Event 5 is turned over


After Clue 5 has been revealed all investigators are dead (no new investigators after Clue 5
revealed)

The investigators win if after clue 5 is revealed


a.

The women in the ceremony room are freed (by solving Puzzle #2A)

Play Notes
1.

I have included a description of some rooms that I read to the players the first time they enter it.

Map Layout

Start

New Doors

Door
Sealed
Door

Barrier

Hiding
Space

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