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mn entrance

Where is the dathose kids keep


to th e Caves
??
talking about??
Ste
It’s li er clear.
sense ke she can
me ne
arby.

The old farm is now


priority 1 on the
patrol route!

Could the old legends of what


lies in the lake actually be true?

radio Gabby
Remember to time
from time to
This Book Belongs To:

the bloom
Writing
Josh Domanski & Goblin Archives
Layout & Design
Josh Domanski
Editing
Gabriel Reich
Proofreading
Christian Sorrell & Jarrett Crader
Illustrations
Zach Hazard Vaupen (creatures) & Joshua Clark (NPCs)
Publishing
Space Penguin Ink

Contents
2 Introduction 28 Hines Farm
5 Character Creation 29 Firewatch Tower
8 Doom Clock 30 Pickman Lodge
9 Exploring Coldwater 32 The Forest
10 Voidcrawl 33 The Caves
12 Coldwater Overview 37 Appendix A: Consequences
13 The Bloom 38 Appendix B: Conversions
16 Coldwater 40 Appendix C: Fallout
20 Coldwater Surrounds 41 Appendix D: Residents & Tourists
22 Camp Coldwater 42 Appendix E: Rumors
25 Coldwater Lake 43 Appendix F: Artifacts
26 Haru’s Cabin 44 Appendix G: Random Search
27 The Station 45 References

THIS EDITION WAS PRODUCED IN COLLABORATION WITH SPACE PENGUIN INK, LLC.
TEXT AND DESIGN © 2023 JOSH DOMANSKI AND GOBLIN ARCHIVES.
ALL ILLUSTRATIONS © 2023 ZACH HAZARD VAUPEN AND JOSHUA CLARK.
Page Title
2 INTRODUCTION

Welcome to Coldwater A Creeping Terror


Stunning mountain views and Deep beneath the town lies a creeping
coniferous forests surround the town terror. The mycelial cords of a
of Coldwater, a few hours drive from massive fungal colony, the Bloom,
the nearest city. The people that live stretch for miles underground, and
there are pleasant enough but hide the damp of the late spring rain
their deep distaste for outsiders brought the fruiting bodies to the
behind false smiles. surface. But something has changed.
The mushrooms light up the night
A Brief History of Coldwater with bioluminescence, and
› 1800s: Coldwater was established as pathogenic spores have begun to
a transit point for the logging trade. spread to plants, animals, and
› 1950s: Coldwater became a popular humans alike.
tourist destination.
› 1990s: Decreasing tourism took a To make matters worse, a group of
toll on the townʼs economy. campers disappeared overnight, some
› One Year Ago: An unexplained of the first tourists of the season. Now,
incident resulted in the death of the folks that live in Coldwater
multiple residents. typically prefer to handle their own
› One Day Ago: A group of campers affairs, but the news spread fast and
was reported missing under has drawn unwanted attention.
suspicious circumstances.
› One Week From Now: Coldwater is Disappearances are commonplace in Coldwater,
overtaken by a fungal infection. but something feels different about these ones.
Title Page
HOW TO USE THIS MODULE 3
System One-Shots
This module is written for Liminal While the module works best letting
Horror. Conversion notes for Monster the events unfold over the course of
of the Week, Agents of the O.D.D., several sessions, there have been
Cthulhu Dark, and Triangle Agency considerations made to support a
are provided in Appendix B (p.38). short-form style of play. Here are
some recommendations:
Starting Fresh
If youʼre starting a new campaign, › Campground Investigation: Begin
begin with the Investigators entering in Camp Coldwater (p.22) as night
the town of Coldwater (p.16). Use the is about to fall, searching for clues
Archetypes (p.6) to help define why on the missing campers. The Flesh
each of the characters have come to Hydra (p.15) stalks in the darkness.
this place and what their individual
goals are. When in doubt, start them › Lost in the Forest: Begin at the
all as patrons of the Coldwater Cafe entrance to The Caves (p.33),
(p.16) with a news report blaring on leaving a party after night has
about the missing campers, and let fallen. Navigate back to Coldwater
events unfold naturally from there. through The Forest (p.32) as weird
things start happening.
Integration
If youʼre running an ongoing › Checking In: At the behest of
campaign, place the town somewhere Coldwaterʼs mayor, investigate
within a few hours of a major city the Hines Farm (p.28) to determine
Investigators are familiar with. Seed why JJʼs shipment for the Blueberry
rumors of the missing campers and Festival is late.
the strange backstory of Coldwater.
Funnel
To use the module as a funnel, take
the idea below or any of the one-shots
and reference the funnel rules found
on the Liminal Horror website.

› Assault on Coldwater: Start the


Investigators as patrons of the
Coldwater Cafe and play out their
escape as a horde of Hosts (p.14)
descend upon the town.

s that
To the brave soulbook:
found this note !
Good Luck
Page Title
4 RULES TO TAKE NOTE
Make note of the mechanics below from Liminal Horror, as they will play an
important role over the course of the module.

Critical Damage and Wounds Healing


Physical damage dealt to an individual HP is regained with a quick rest.
is applied to their HP (Hit Protection). Catching your breath, drinking some
If their HP is reduced to 0, any water, eating a snack, etc. Ability loss
remaining damage is dealt directly to generally takes longer to overcome,
their STR and they must make a STR with up to a week of medical aid and
Save with the new total. If they fail, rest.
they take Critical Damage and receive
a Wound, which fills an inventory A Wound as a result of Critical Damage
slot. can be mitigated with conventional
medical treatment but can leave
If STR is reduced to 0, the Investigator lasting effects.
dies.
Under most circumstances, Fallout is
Critical Stress and Fallout permanent. However, there may be
Like physical damage, Stress is also some unorthodox treatments
applied to an individualʼs HP. If HP is available depending on the severity of
reduced to 0, any remaining Stress is the specific Fallout.
applied directly to their CTRL and
they must make a CTRL Save with the Vehicles
new total. If they fail, they take Vehicles have HP. When HP reaches
Critical Stress and gain a Fallout 0, the vehicle is totaled. Vehicle
(p.40), which fills an inventory slot. damage is relative to the target and its
speed (start at d6). Many weapons that
If CTRL is reduced to 0, the are devastating to flesh do negligible
Investigator is lost, generally damage to the structure of a vehicle.
becoming a Host (p.14) under most
circumstances in this module. Item Tags
› Blast: An attack that hits everything
Deprived in a target area with damage rolled
The Deprived condition comes from a separately for each affected.
lack of critical needs (food, rest, etc.) › Brutal: Roll damage at advantage.
and prevents HP recovery. If Using this item causes 1 Stress to
Investigators push themselves, and the wielder.
are Deprived for more than 24hrs, they › Bulky: Bulky items take two slots
add the Fatigue condition to an and are awkward or require two
inventory slot. Each Fatigue requires hands.
suitable recuperation to remove. › Discreet: Easy to hide. Often
overlooked.
› Messy: Creates a mess (blood, bone,
than one
Kass has overlooked more re low viscera). Witnessing causes 1 Stress.
bill of mine when funds we › Non-lethal: Targets DEX after HP.
and a meal was needed.
Title Page
CHARACTER CREATION 5
Below is an adjusted alternative character creation process that can be used in
lieu of the standard Character Generation method specified in Liminal Horror.

Abilities Populating Coldwater


Roll 3d6 for your ability scores. Any Go around the table and ask each
two of these results may be swapped: player to propose a Non-Player
› Strength (STR): Physicality, brawn, Character (NPC) to be added to
toughness. Coldwater. These could be one of the
› Dexterity (DEX): Speed, sneaking, missing campers, a store owner, a
precision. general resident, a visitor, etc. Give
› Control (CTRL): Willpower, charm, them a name, a basic description, a
weird. location they can be found, and
determine if they have any
Roll 1d6 for Hit Protection (HP). connection to the Investigators.

Archetypes Bonds
To determine a character's Archetype, Each player should create a Bond for
roll 1d20 (or choose) and refer to the their Investigator with another
options on Page 6-7. These represent member of the team. Some
the Investigatorsʼ history and provide Archetypes may have an implied Bond
clues to their personal goals. Players with an NPC of Coldwater. Example
may also work with the Facilitator to Bonds can be found in Liminal Horror
create their own Archetype or start (LH p. 11).
with one of the basic Backgrounds
from Liminal Horror. The Party
If Starting Fresh, reflect on the
Character Details Archetypes, Connections, and Bonds
Age: Choose or roll 2d10+20. of the group to determine why they
Traits: Use your chosen Archetype to joined together as a group. Did they
help determine your basic clothing, just happen to arrive in Coldwater on
general style, and demeanor. the same day? Is there a common goal
Drives: Based on your Archetype, they share? Is investigating the news
determine what brought you to of the missing campers just an
Coldwater and what motivates you to interesting way to spend the day?
be an Investigator. Were they hired by a benefactor to
Name: Whatʼs your characterʼs name? investigate the disappearances?

Starting Gear Vehicles


Each Archetype provides a set of As a group, determine what types of
unique items. Many items can be used vehicles the party has access to based
as a weapon for d6 damage. on their selected Archetypes. The
Investigators also begin with a party should have at least one vehicle.
smartphone (camera, flashlight, etc.)
and 1d6 x 100 cash. Folks in Coldwater can be a bit
too trusting sometimes. If you’re
If creating a custom Archetype, use desperate, there’s a spare key in the
the Starting Gear tables in Liminal visor more often than their should be.
Horror (LH p.10).
Page Title
6 ARCHETYPES
1. True Crime 6. Blue Devils
Everyone with a microphone has a The whole “solo career” hasnʼt really
podcast these days, and your metrics been working out as planned. This
have taken a dive. The mystery next gig at the “Blueberry Festival” is
surrounding Coldwater has been just one of a long line of crummy
floating around the back channels, shows with meager pay.
but youʼre just the person to get to the Take: Instrument of choice, vintage
truth of the matter. dynamic microphone, portable amp.
Take: Mini shotgun mic, smartphone
tripod, LED light. 7. Passing Through
Coldwater was as far as that truck
2. Prodigal Child driver would take you on your way to
As a child, you spent your summers the city, but this place has a pleasant
here in your familyʼs cabin by the charm, so maybe youʼll stay a while.
lake. Itʼs been ten years since your last Take: Backpack (+2 inventory), rain
visit. This isnʼt the town you coat, walking stick (d6), pocket knife
remember. (d6).
Take: Outdated guidebook, rusted set
of keys, old fishing rod. 8. According to Plan
The reputation that precedes you is
3. Gone Squatchin’ well deserved. The townsfolk are
An expert in your field, youʼve been shelling out good money to ensure
chasing the elusive Sasquatch for their silly little festival goes off
years, looking for proof thatʼll finally without issue, and youʼve planned out
convince the public. All of the everything perfectly.
evidence points here. Take: Laptop, multi-tool, DSLR
Take: Thermal camera, bear mace (d4 camera, business cards.
blast, non-lethal), ghillie suit.
9. On Call
4. Late to the Party Coldwater doesnʼt have a veterinary
You did the research, set the date, and office, but when a farm animal gets
booked the campground reservation, sick, they call you. This time, itʼs the
but an unexpected work task wildlife that has been acting strange,
prevented you from leaving with your and folks are getting concerned.
friends. Now theyʼre missing. Take: Scalpel (d6), forceps, bottle of
Take: Sleeping bag, camping disinfectant, surgical clamps.
backpack (+2 inventory), small
survival kit. 10. Enblightened
The area surrounding Coldwater has
5. Writers Retreat some fascinating species of fungi.
Itʼs been far too long since you put And, unfortunately, some destructive
anything on your editorʼs desk. Maybe ones. The farmers have been
some fresh air and time away from complaining about lower yields, so a
the bustling city will get the creative blight might be cropping up.
juices flowing. Take: Pocket microscope, small
Take: E-paper tablet, whittlinʼ sampling kit, tree corer (d6).
jackknife (d6), bottle of liquor.
Title Page
ARCHETYPES 7
11. Small Town Beat 16. Fraud Finder
While the local regions are your Your company has been buried
passion, working this beat hasnʼt processing the stack of insurance
resulted in a noteworthy column in claims that have come out of this
years. Hopefully the Blueberry Fest is region over the past year. The
buzzworthy enough to keep you vagueness in the reports has triggered
employed for a bit longer. an in-person audit.
Take: Voice recorder, digital camera, Take: Insurance claims, pepper spray
notebook, taser (d6, targets DEX). (d6, non-lethal), digital camera.

12. Horror Helmer 17. Rainmaker


Youʼve sold a script for “the next great The company you work for began as a
slasher”, but the studio wants a “Mom & Pop” general contractor, but
filming location locked down before a few lucky jobs have left them flush
the next meeting or the film will be with cash and looking to expand into
tabled. On paper, Coldwater is perfect real estate. This dated town is ripe for
considering your shoe-string budget. new development.
Take: 360 degree camera & pole, Take: Company credit card, hard hat
script, light meter, stack of blank (+1 armor), reflective vest.
rental agreements.
18. Golden Years
13. Avant-Gardener After decades of stressful work, youʼve
Thereʼs some pretty wild culinary finally retired. A few years early at
trends going on in the city, and word that! Away from the bustle of the city,
has it that Coldwater is an untapped Coldwater seems like itʼs going to be a
goldmine for unique ingredients to great place to settle into.
forage. Maybe youʼll make a proper Take: House in Coldwater, collapsible
career out of this. hiking pole (d6), Anna Stone novel.
Take: Hooked knife (d6), collapsible
shovel (d6), foraging basket. 19. Phase 1 ESA
Government funding has surprisingly
14. Grom been allocated for the revitalization of
Youʼre green, but the local bike parks public land in Coldwater. Youʼve been
have been a breeze. Youʼve got to train brought in to conduct an initial
on the unproven trails if youʼre going assessment, identifying unregistered
to get good enough to go pro. landfills and point sources that pose a
Take: Mountain bike, anti-collision threat to environmental receptors.
shirt (+1 armor), full face helmet (+1 Take: Annotated map, 16ʼ telescopic
armor when wearing), action camera. grade rod (d6), storage clipboard.

15. GSR 20. Blind Cast


While the passion is still there, the Rumor has it that Coldwater Lake has
field research for your master's thesis, some of the best fishing in the area.
“Small Towns: From Prosperity to Ruin”, Folks would pay good money for a
has been frustrating. Hopefully charter to take them to the best spots,
Coldwater will be the final stop. so itʼs time to scope them out.
Take: Laptop, binder full of Coldwater Take: Pedal drive kayak, gill stringer,
research, letter of introduction. collapsible rod (d6), tackle box.
Page Title
8 DOOM CLOCK
Doom Clock Claimed Locations
The Doom Clock is a sequence of As the Doom Clock ticks, locations
escalating narrative events that will will be Claimed by the Bloom (p.13).
occur if the Investigators do not act. These locations include some or all of
This serves as a guide to whatʼs the following features:
happening “offscreen” and helps
maintain tension over the course of › Blighted trees and plants rot,
the investigation. quickly losing their leaves.
› Wood degrades, growing moist and
As Investigators intercede in the crumbling.
events, details on the clock will › Spores swirl in clouds.
change, but the horrors of The Bloom › Bioluminescent mushrooms coat
will still try and achieve their goals most surfaces.
(overtaking Coldwater). Use the Doom › Thick webs of black mycelial cords.
Clock as a guide for determining
pacing, scale, how NPCs act in crisis, Regardless of the time of day, treat
and what may happen next. these locations as Night when using
the Voidcrawl (p.10). If any of the Key
The Clock begins ticking as soon as NPCs remain at the locations at the
the Investigators arrive in Coldwater. time theyʼre Claimed, they become
Advance the Clock forward one step infected and turn into Hosts (p.14).
at the end of every Night.
The Investigators arrive in Coldwater. Local news channels report on
Doom 0 the missing campers while rumors swirl among the townsfolk. Hines
Farm (p.28) is Claimed.
Weather reports indicate incoming heavy rainfall. The Blueberry
Doom 1 Festival begins in spite of the incoming storm, which hits the town
once Night falls.
Weathering from underlying mycelia combined with erosion from
Doom 2 heavy rainfalls causes the main road into Coldwater to collapse at
several points outside of town. Emergency service calls are sent out
(see Using Phones, p.9). Camp Coldwater (p.22) is Claimed.
Missing persons are reported. Hank (p.18) claims the storm is to
Doom 3 blame. Thomas (p.19) opens the door of the Church to all, spreading
doubt on the claims made by Hank. The Station (p.27) is Claimed.
The rain clears up. Buildings broken into, people missing, odd
Doom 4 sightings reported. Thomas performs a charged sermon alongside
Jeanie (p.18) in town square. One Host (p.14) has been captured. The
Firewatch Tower (p.29) is Claimed.
Numerous Hosts are found. The Flesh Hydra (p.15) and Chimera
Doom 5 (p.28) make open attacks. Some spores are visible in unclaimed
locations. Pickman Lodge (p.30) is Claimed.
Clouds of visible spores are present in all locations. Those without
Doom 6 adequate face coverings become Deprived. The Coldwater Surrounds
(p.20) are Claimed.
Coldwater (p.16) is Claimed. All remaining unaccounted for Key
DOOM NPCs become Hosts. Hosts converge on Coldwater as a staging point
to spread elsewhere.
Title Page
EXPLORING COLDWATER 9
Roads Location Descriptions
Coldwaterʼs infrastructure is dated Each location has a brief description
and in need of repair. The paved roads of the first aspects that would be
are riddled with potholes, the State noticed upon exploration. From there,
Highway has sudden dips, and the bullet points follow a hierarchy, with
routes out to the Coldwater more obvious information appearing
Surrounds (p.20) and Camp first and nested bullets containing
Coldwater (p.22) are little more than information that can be found
loose dirt and crushed gravel. As the through investigation. Red entries
Doom Clock ticks, a landslide will indicate sources of danger, such as an
make it nearly impossible to use the encounter or trap.
highway out of Coldwater (Doom 2).
Stat Blocks
Using Phones Where needed, NPC stat blocks list
Coldwater isnʼt quite big enough for their Ability Scores (STR/DEX/CTRL),
its own cell tower. Service is damage dice, and moves. Any Ability
intermittent, especially outside of the Score not listed is assumed to be 10.
townʼs center. Any calls to emergency
services are rerouted to the local NPC Reactions
sheriffʼs department. Even calls from When the Investigators encounter an
landlines are unreliable. During the NPC whose demeanor would not be
crisis, actually contacting locations obvious, roll 2d6 and consult the
outside of Coldwater is impossible, tables below.
as the agents at Pickman Lodge (p.30)
are intercepting and blocking all During Doom 0-3
access. › 2: Hostile
› 3-5: Wary
Phases › 6-8: Curious
Each day is broken into four phases: › 9-11: Kind
Morning, Midday, Evening, and › 12: Helpful
Night. After each Night, progress the
Doom Clock one step. If four phases During Doom 4-6
pass without addressing critical needs › 2-4: Hostile
(food, rest, etc.), an Investigator gains › 5-8: Wary/Paranoid
the Deprived condition (p.4). For every › 9-10: Curious
four phases that pass while Deprived, › 11: Kind
an instance of Fatigue is gained. › 12: Helpful

The route into Col


dwater
has breathtaking view
those roads are in s, but
need of repair…. desperate
Page Title
10 VOIDCRAWL
The Voidcrawl is a procedure for exploring Coldwater, using an overloaded
encounter die to help inform what happens next. This keeps tension high and
serves as a reminder that the clock is always ticking. Use the Voidcrawl results to
help provide context to the spaces the Investigators explore. Resist the
temptation to make violence the default manner of resolution.

Phases Day Encounter


Time is an important variable within Social encounters and strange
The Bloom and impacts the Voidcrawl occurrences. Situations that are not
table. Days are split into four phases: an immediate threat but could
Morning, Midday, Evening, and escalate based on the actions of the
Night, with each full-day cycle Investigators.
advancing the Doom Clock (p.8). 1. Plume of black smoke from a
During each phase, the Investigators nearby location.
can roughly accomplish 1-3 significant 2. An NPC makes an unexpected
tasks. return.
3. Hank (p.18) or Gerald (p.24)
The Overloaded Encounter Die appears, questioning the
The Voidcrawl uses a d6 encounter Investigatorsʼ actions.
die, which is rolled when the 4. The sound of a gun being loaded
Investigators perform a significant or fired, not far off.
action. These include: moving 5. Irregular holes, dug by hand,
between spaces, searching or fairly deep.
exploring, taking a break to regain 6. An oddly docile wild animal.
HP, an hour passing in game, or 20 7. One of the Key NPCs,
minutes passing in real time. absentmindedly wandering in a
place they shouldnʼt be.
While the Investigators are exploring 8. Scream of a Cougar Host (p.14) or
during the Day (Morning & Midday), growl of a Bear Host.
ignore the results above 3 unless a 9. 1d6 Human Hosts (p.14), rooted
location has been Claimed (p.8). to the ground by mycelia, staring
Otherwise, use the results as a upward at the sky.
prompt. 10. The Flesh Hydra (p.15), lying
dormant on the ground as if it
The Voidcrawl is a narrative tool. The were a pile of bodies.
entries act as prompts and examples
that can be changed as needed. Dire Omens
Results that donʼt make sense in the A portent for things to come. Pick one
narrative of play can be treated as if of the Investigators and roll on the
“nothing happens.” Fallout table (p.40). Use the
corresponding result to seed an omen
Voidcrawl Table (d6) for the Fallout they will receive next.
1. Day Encounter
2. Dire Omen Alternatively, if an Investigator
3. Clue already has Fallout, their condition
4. Setback worsens in some manner.
5. Horror
6. Night Encounter
Title Page
VOIDCRAWL 11
Clues Horrors
Hints or warnings. This could be Something frightening or horrific.
evidence that an encounter is near or 1. A deer, ceaselessly ramming its
something that helps piece together head into a solid object.
the greater mystery of whatʼs 2. A rabbit, sitting up straight,
happening in Coldwater. Additional staring at the Investigators.
entries can be created using objects 3. An empty, still running car with
on the Random Search table (p.44). the driver side door open. The
1. An ID card from a Key NPC. lights are on and the radio is
2. A printed out picture of one of the blaring.
Investigators. 4. A massive mound of fungus.
3. A hiking boot, too new to have Beneath it, a body stirs.
been there long. 5. A loud, human sounding moan
4. A tree trunk nearly entirely coated rings out.
with mushrooms. 6. A should-be dead corpse,
5. A zip lock bag, containing dried, dragging itself along the ground.
faintly glowing mushrooms. 7. An NPC with black mycelial cords
6. A piece of clothing/accessory with spreading from an infected
prominent tears and bite marks. wound.
7. Signs of an NPC (photos, pieces of 8. Gunshots ring out in rapid
clothing, notes, etc.) in a place it succession, followed by silence.
shouldnʼt be. 9. A bone chilling scream echoing
8. An almost sickeningly sweet smell from ahead.
without an obvious source. 10. Blighted plants and trees, visibly
9. Blue mycelium spreading in a decaying.
damp space.
10. Shotgun shells near a patch of Night Encounters
blood and blue fungus. Situations that are inherently deadly
or dangerous.
Setbacks 1. The Flesh Hydra (p.15), crashing
A hazard that impedes the through nearby trees or
Investigators. Examples include: lumbering around a room.
1. Flat tire or mechanical issue. 2. 3 Hosts (p.14) digging, hands
2. A landslide takes out a portion of tattered and bloody.
the road/path. 3. Something hidden, watching from
3. A fallen tree blocks the path. the trees.
4. A door locks behind the 4. A car crash. 1d4 mangled bodies
Investigators. inside reanimate as Hosts.
5. Heavy rain and thunderstorms. 5. An NPC, brandishing a weapon.
6. Heavy, clinging fog rolls in. 6. A nearby location catches fire.
7. Piece of equipment jams/acts up. 7. 1d4 Human Hosts rush from the
8. Massive fungal growths block darkness.
immediate entry/exit. 8. A Cougar Host, stalking 2 NPCs.
9. An important Inventory item is 9. A Bear Host, eating a human leg.
unexpectedly missing. 10. The Flesh Hydra, hunting the
10. A phone call, warning of party.
unexpected trouble at another
location.
Page Title
12 COLDWATER OVERVIEW
The Town The Blueberry Festival
Coldwater is a small town at the edge Coldwaterʼs annual festival,
of the lake that shares its name, celebrating the formal start of the
founded in the 1800s as a transit point tourist season with an homage to the
for the logging trade. At its peak, regionʼs most noteworthy crop.
Coldwater was home to a few Restaurants feature related dishes and
thousand residents, but current the town square is overtaken by
population estimates are in the few vendors, events, and games.
hundreds. Wheat and blueberry farms
dot the outskirts of the town, but the The Coldwater Lake Incident
single largest source of commerce The Coldwater Lake Incident (CLI)
comes from tourists that make the hangs over the town like a shadow.
few hour drive from metropolitan The official reports say that about a
areas during the warmer months. year ago, a “farming accident” at the
Hines Farm (p.28) left 23 dead,
The People though a number of missing persons
Coldwater is a place of complacency. cases are rumored to be related.
The vast majority of residents were While everyone has their own
born here and much of its “rustic theories, few townsfolk know the full
charm” comes from a desperate extent of what actually happened, and
compulsion to hold on to an imagined no one is willing to discuss the topic.
version of the town's past. They've
blocked most new development over A damn shame. Where’s the justice???
the last 30 years to preserve the town's
"historic value" and grumble about
even routine upgrades.
he
While they would never admit it, the
townsfolk are utterly dependent on dont eat t
!
the revenue from tourism. Despite
this, a resentment is harbored for mushroomemsit a sweet
mushrooms rbed. However,
visitors and outsiders. The townsfolk The Bloom’s tu
ally when dis
preach the merits of their “tight knit” aroma, especi death. Those that eat the
e
community, but this is only a facade they taste lik a Fallout (p.40).
for deeply seeded individualism. As ro om g ai n
mush
long as harm doesnʼt directly come to
them, the townsfolk will brush off
concerns over the coming horror, up
until the point where itʼs too late,
where they will turn on each other in
pursuit of self interest.
Found the rest digging through the trash!

The CLI?
Title Page
THE BLOOM 13

Coldwater Field Research: Potential New Species


- - Classified - -
SUMMARY:
As part of the ongoing monitoring of Coldwater, field agents Danvers and
Augustine have collected a specimen of fungus. Based on field team
observations, the specimen likely falls under the Armillaria genus but
appears to have developed divergent mutations. Until further classification
can be determined, this specimen will be referred to as the Bloom.

While previous records indicate that a sizable Armillaria ostoyae existed


underneath Coldwater, that cluster was contained within a 50 acre
forested region outside of the town. The root rot indicative of the species
has been identified all over the region in recent weeks, indicating the
cluster has undergone significant sudden growth. Agent Danvers has
hypothesized that the cluster has pierced into The Caves (p.33) and is using
the tunnels as a vector, but that has not been verified at this time.

Noted additional mutations involve new, aggressive propagation methods.


The Bloom’s mushrooms have developed bioluminescence, emitting a faint
blue tinted light. The prevailing theory is that the glow attracts insects to
serve as spore vectors, but the field team has also observed instances of
deer and other game animals consuming the mushrooms.

The Bloom’s mushrooms are quite sensitive, emitting spores at the slightest
touch. It is anticipated that breathing in the spores may lead to harmful
side effects. All Bureau personnel are required to wear appropriate face
masks and PPE when dealing with further specimens.
ve more than two
You’d think they’d ha
Refer to R-8-3B-2023 for full report. of them out here….
Page Title
14 HOSTS
Coldwater Field Research
Specimen C23-HM01 - Hosts
- - Classified - -
SUMMARY:
When spores of the Bloom enter the bloodstream through inhalation,
ingestion, injection, or absorption, they travel through the body and latch
onto the spinal cord, over time spreading to the brain and creating a Host.
During the incubation period, those infected oscillate between periods of
lucidity. When the spores completely override their bodies, they become
consciously focused on furthering the spread of spores. They are docile
during the day unless disturbed but relentlessly aggressive at night.

Refer to C-1-1A-2023 for more details.

All Hosts:
Neural Override: Critical Damage only
temporarily stuns a Host. They reanimate
after a few moments unless STR is reduced
to 0 or the brain and/or spinal cord have
been destroyed.

Human:
STR: 10 DEX: 8 CTRL: 14 HP: 4
Lunge and Grab (d4, DEX or STR to escape)
Ballistospore Discharge (d6 Stress, blast)

Deer:
STR: 10 DEX: 14 CTRL: 8 HP: 6
Horns (d6)
Bloat (d8 Stress, blast, explodes on Critical
Damage).

Bear:
STR: 16 DEX: 12 CTRL: 10 HP: 6 Armor: 2
Claws (d8)
Retching Spores (d6 Stress, blast, messy)

Cougar:
STR: 12 DEX: 15 CTRL: 6 HP: 4 Armor: 1
Pounce (d6, DEX or STR to escape)
Spinal Cloud (d6 Stress, blast)
Title Page
THE FLESH HYDRA 15
Coldwater Field Research
Specimen C23-HM02 - Anthromycin
- - Classified - -
SUMMARY:
The Anthromycin is an amalgamation of five human bodies, bound together
into a shambling mass by tumorous fungal growth and clinging mycelia. It is
believed that these are the remains of the five missing campers.

STR: 16 DEX: 6 CTRL:18 HP: 8 Armor: 2


Slam (d10, blast)
Wingspan of Severed Arms: Upon inflicting Critical Damage, the Flesh
Hydra hoists its victim upon its “back” in an embrace.
Tear: Upon taking Critical Damage, the mass rips apart, splitting into five
individual Hosts. After six hours, the Hosts join back together to reform the
mass. If any of the original Hosts are killed, a new one is drawn in to
replace it.

Refer to C-2-2A-2023 for more details.

ADDENDUM:
Agent Danvers has coined the term “Flesh
Hydra” to refer to this entity, noting that it
“felt more appropriate and easy to
remember.” Further reports may
feature this terminology.

Lord help me if I ever


stumble across that
thing while alone in
the forest…
Page Title
16 COLDWATER

ater!
coffee in Coldw
Coldwater Cafe Best Sheriff’s Office
A quaint, 1950ʼs style diner at the A tan, nondescript cinder block
heart of the town. building with a faded gold badge
› Split between a dozen booths with painted above the door.
sticky tables and a counter with tall › Three dated squad cars parked
swiveling stools. behind the building.
›› Faded teal and red motifs. ›› Locked. Keys inside the
› An old, mounted CRT TV blares the building.
news through fuzzy speakers. ›› Each contains a shotgun (d8,
› Jukebox in the corner. bulky, brutal), a box of shells,
›› Only has ten songs. None of handcuffs, and a tactical vest (1
them are actually from the ʻ50s. armor).
› Open “24 hours a day.” › Sarah, a bored administrative
›› Not always staffed, but the door assistant, takes calls at the front
is generally unlocked. desk.
›› Anything important is relayed
Church of Celestial Science to Hank (p.18) via radio.
A monolith of modernism, with › A handful of offices, storage rooms,
sweeping lines and gold-colored and three holding cells.
ornamentation.
› The interior consists primarily of a Sovereign Theater
large atrium, with a series of A beige, plaster coated building with a
offices and classrooms in the back. marquee on the front listing movies
› Open sermons hosted by Thomas and times.
(p.19) on Fridays and Saturdays. › Only two screens, playing very out-
›› Private “advanced classes” of-date movies.
available daily for members.
Title Page
COLDWATER 17
Lakeview Resort Hardware & Furniture Co.
A green, two story building on the A quaint, red, barn-like building,
waterfront. The “premier” hotel of desperately in need of a repaint.
Coldwater. › A large window in the front,
› 30 rooms, 2 vacancies. overflowing with goods.
›› Rooms are generally clean, but › Absolutely filled with all manner of
are 30 years out of date. fishing gear, camping supplies,
› The air inside is moist and heavy. tools, and tchotchkes, some dating
›› Mold grows behind dated back decades.
wallpaper. › Rentals available for kayaks, small
›! Those sleeping overnight must motorboats, tents, and diving gear.
make a CTRL Save or suffer from
Too many nights here
nightmares. The Gorge
›› If triggered, gain Fatigue. A dive bar. A wood-paneled building
beneath a handful of apartments.
Coldwater Clinic › Gaudy “hunting lodge” interior.
Urgent care facility, setup in a poorly › Sticky counters and tables.
converted old restaurant. › A surprisingly wide variety of drink
› Meagerly supplied and options, featuring many local
understaffed. breweries.
›› Able to manage small ailments,
but anything serious will be Town Square
referred to the nearest hospital. Brickwork walkways and a bronze
fountain statue obscured by booths,
Occult Pizza Disappointing… tents, and Blueberry Festival
A small corner shop with bright blue decorations.
paint and an awning emblazoned with › The festival covers two blocks in the
the logo. heart of the town.
› “Best Pizza In The State” sign. › Mixed with the booths is a small
›› The pizza is aggressively fine. sound stage.
› Specials “featuring local ingredients.” ›› During the daytime, speakers
›› Blueberry, mushroom, fried softly cycle through the same
catfish. dozen songs.
››! Any who eat the mushroom
pizza gains a Fallout (p.40). Encounters in Coldwater (d8)
1. Hank (p.18), on a routine patrol.
Coldwater Co-op 2. A small herd of escaped cattle.
A small brick building with a green 3. Jeanie (p.18), anxiously pacing
sign and accents. The only grocery and muttering about the festival.
store in town. 4. Lost tourists.
› Jointly-owned by the townsfolk and 5. Two arguing townsfolk.
run by volunteers. 6. Thomas (p.19) sermonizing
›› Prices for non-residents are doting parishioners.
exorbitant. 7. A dog, ceaselessly digging a hole.
› Plenty of meat, but produce options 8. Kassandra (p.18), carrying too
are limited and low quality. many groceries to the diner.
Need to get around to submitting
that membership paperwork.
Page Title
18 KEY NPCS OF COLDWATER

Hank (he/him) Jeanie (she/her) Kassandra (she/her)


The Sheriff The Mayor The Waitress
STR: 14 DEX: 10 CTRL: 8 STR: 12 DEX: 6 CTRL: 14 STR: 8 DEX: 12 CTRL: 14
Armor: 1 HP: 6 HP: 4 HP: 3
Large Revolver (d8)
A rather short and plump The day shift manager
An imposing, stocky woman deep into her and primary waitress of
figure. A cowboy hat fourth term in office. Coldwater Cafe (p.16).
hides salt and pepper Generally beloved, but Fashionably dressed,
hair. As likely to be found absolutely raked by spring twist hairstyle.
in the bar as patrolling anxiety. Falsely sweet Speaks rapidly. Wears her
the streets. Frustratingly voice. emotion on her sleeves.
dismissive. Desires: Desires:
Desires: › Make it through the › Take over the Coldwater
› Ride out these last few Blueberry Festival Cafe when the current
years before retirement without problems. owners, the Hargreaves,
peacefully. Secrets: formally retire.
Secrets: › Falsified tax exemption Secrets:
› Fully briefed on the records to allow the › Only moved here a few
truth of the CLI by the Church to set up in years ago.
Bureau (p.31), but was town. › Moonlights as a quite
sworn to secrecy. Social: successful fiction writer
Social: › Has a hard time under the pseudonym
› Has frequent remembering names, Anna Stone.
clandestine meetings but hides it very well. Social:
with the Brett and › The center of the townʼs
Angela (p.31) to Something changed gossip. Knows far more
provide updates. after the CLI. Next than she lets on.
› Conspiring to keep election is going to › Knows that Haru (p.26)
things quiet. be rough. knows more about
Coldwaterʼs history than
eetheart!
What a prick An absolute sw anyone else.
Title Page
KEY NPCS OF COLDWATER 19
Thomas (he/him)
The Minister
STR: 8 DEX: 8 CTRL: 16 HP: 4

Head of Coldwaterʼs branch of the


Church of Celestial Science. Strikingly
handsome. Perfect smile. An incredible
conversationalist and manipulator.
Desires:
› Spread the “truth” of the Church.
› Establish a firm and reliable revenue
source through church memberships.
Secrets:
› Well aware of the manipulation and
lies of the Church.
› Believes The Bloom (p.13) to be an
extension of the entities with which
the Church seeks to communicate.
Social:
› Has a near uncanny ability to spin
conversations to paint himself and the
Church in a positive light.

THE CHURCH AND COLDWATER


The Church of Celestial
Science is a group of
interconnected organizations
devoted to the practice and
dissemination of Celestial
heir lies!!!
Science, which is based in the
belief that the human body is
on’t believe t
a conduit capable of receiving D
and translating signals from
celestial and extra-
dimensional beings. They
preach that those that “open
their perception” are gifted Coldwater’s newest permanent establishment, home to the
with enhanced strength, Church of Celestial Science.
elongated life, and unite the shattered memberships and revenue
“knowledge only the gods can community in the wake of streams. They have adapted
whisper.” tragedy. their messaging to appeal to
the the former religious affiliation
The Church arrived in The ultimate goal of
of the townsfolk, preaching
Coldwater several weeks after Church is to spread their
the importance of deepening
the CLI (p.12), quickly “truth” to gain greater
one’s connection to an
establishing their ministry connection to the entities that
As both a implied “divine creator.”
with surprisingly little lie beyond the veil.
opposition. They quickly business and a religious
became the town’s largest organization, this is done
religious center, promising to through growth of
Page Title
20 COLDWATER SURROUNDS

The Surrounds are smaller locations that exist around the outskirts of
Coldwater: homesteads, cabins, trailers, etc. Individually, they can be explored
relatively quickly, however traveling between them is slow due to winding paths,
poor road conditions, or just no direct road at all.

A fair portion of the regionʼs residents live out in these outlying areas. There is a
50% chance an indicated NPC is present. Use the NPCs in Appendix D (p.41) to
flesh out the area as needed.

Bait & Tackle Curing Shed


A retrofitted shack, filled with fishing “For all your meat needs.” The smell of
gear. Small boats lined up out back. blood permeates the area.
› Gretta: Overalls, white undershirt, › A newer addition in the front is
ponytail & Camp Arcadia hat. Gruff. used as a small storefront.
A master at all things fishing. › Shelby: Extremely tall, black
Shotgun (d8, bulky, brutal) rubber apron, deep scar splits his
›› Knows that something has been beard, soft voice. Butcher knife (d6),
wrong with the fish. Reluctant Meathook (d6, brutal).
to share this with just anyone. › Three main structures with sliding
› Handmade map of lake on the wall, doors and PVC/tarp connections
with annotations on where to fish between buildings.
and how to best navigate the lake. ›› Cold storage (left): Shelves
jammed with an array of meats.
Recreation Area ›› Butchery (middle): Lined with
A small shaded picnic pavilion next plastic, fluorescent bulbs,
to a concrete boat ramp. stagnant blood. The smell is
› Access to Coldwater Lake (p.25). unbearable.
› A locked station wagon is in the ›› Curing (right): Various hunks of
gravel lot. meat and flesh hang in the
›› Keys are in the ignition. smoky air. Something doesnʼt
›› Bluish stains blooming on the look right about what's inside.
steering wheel.
››! Inhaling causes 1 Stress. Yeesh. Never buying from there again.
Title Page
COLDWATER SURROUNDS 21
Wilkes Cabin Gus’s Rentals
A multi-room log cabin with a moss A faded green barn full of different
covered roof. automotive vehicles.
› Mrs. Wilkes: Short dark hair, faded › Gus: Wiry, jeans and dirty white t-
green dress, brown cardigan. shirt. Films stunts when not renting
Voracious reader, especially Anna equipment. Wrench (d6).
Stone novels. Knitting Needles (d6). › The front has a variety of dirt bikes,
› Inside: Damp and strewn with old ATVs, and modded off-road trucks.
newspapers and trinkets. ›› Each rental requires a massive
›› Some papers have the date liability waiver and contract
circled, going back decades. prior to getting keys.
› A large woven rug covers the floor › The back half is full of half-built
in the center of the room. machines, tools, and parts.
›› Beneath the rug is a small
hatch, leading down to a cellar. Temptations Limited
›› Jewelry and shoes dangle from A two-level home converted into a
hundreds of strings on the packed antique shop. A hand painted
ceiling. sign in front “Offers You Canʼt Resist.”
› Wilton: Skeletal, perfectly
Makeshift Post Office composed. Seems to be everywhere
A structure made from a welded at once. Dagger (d6).
shipping container. Divided out into › Above an unused fireplace is a
sections for administration, customer massive gilded mirror.
service, incoming, and outgoing. › Upstairs on a dresser is a snuffbox
› Logan: USPS blues over a floral holding the Phylactery (p.43).
shirt, glasses, beard. Talks in › In the bedroom is an ornate door
circles, and is easily distracted. propped against the wall.
Compact Pistol (d6). Remember the anniversary
› Hours of operation: 10 am - 2 pm Cemetery !!!
Mon, Wed, Fri. A poorly maintained space with a
› A large mail sorting machine hums scattering of simple headstones,
behind the main counter. shaded by overhanging trees.
›› The machine has been › A small shed used to store digging
modified to open, scan, and and maintenance equipment.
destroy mail. › The newest headstones belong to
those lost during the Coldwater
1978 Fleetwood Pace Arrow 27’ Lake Incident (p.12).
A faded motorhome, parked in ›› Includes 23 main plots.
clearing with a lawn chair out front. ›› A small mausoleum for the
› A small amount of dried blood is Hines family has roughly 20
splattered on the door frame. pictures, notes, and names
› Interior: Driver section, seating affixed to it.
area, kitchenette, bathroom, and a ›› All the graves related to the CLI
sleeping area in back. are empty.
› The closet contains supplies and a › Several seemingly random graves
broom thatʼs sharpened to a point. have been recently dug up.
› Under the pillow on the bed is an ›› Beer cans and a muddy
Old Snubnosed Revolver (d6). crowbar are stashed nearby.
Page Title
22 CAMP COLDWATER
Camp Office
Luxury on the lake shore A small building with a sliding
window. A broken drop gate stuck in
a lifted position.
› Sign: “Office open 8am-6pm. For late
check-ins, call (509) 978-1419.”
› Sign: “Ranger located off hours in
Cabin #1.”
› Inside: A cluttered mess of papers,
maintenance supplies, old camping
gear, and a logbook.
›› Logbook: Notes five check-ins

camp and assigned camp spots ( #6,


#7 , #8, #11, #16).
›› Police tape bunched up in the

coldwater trash can.

Parking Lot
A paved lot with faded white lines for
a dozen parking spaces.
› ʻ72 Ford Bronco: The battery is
dead. Keys are still in the ignition.
› Chevy Astro Van: The engine and
b steering column are covered in
blue fungal growths.
›! A dated Sheriff ʼs squad car.
›› Assigned to Gerald (p.24),
whoʼs “on a stakeout” for the
missing campers.

Outhouse
A free-standing wooden structure
m with a single lockable entrance.
› The door frame shows signs of
damage, as if the door was forced
P open after being locked.
› There are three shower stalls.
›› No hot water.
N ›› A dry shower kit hangs in the
second stall.
Camp Office Trails › There are four bathroom stalls
with drop toilets.
P Parking Lot m Main Hall
›› The floor near and around the
Outhouse b Boathouse toilets is covered in
Dock
bioluminescent mushrooms.
Campground
›› The drop basins are connected
Cabins to The Dump (p.35) within The
Caves (p.33).
Title Page
CAMP COLDWATER 23
Primary Campground Main Hall
An assortment of open camping A large, stonework building in the
plots. Plots #6, #7, #8, #11, #16 were center of the campground.
recently rented. Loose caution tape › Main Area: An open space with
surrounds the area. several worn wooden dining tables.
› The tents at the plots are torn to ›› Cork board with events,
shreds and garbage is everywhere. including a DIY flier for a party
› #6: Car keys (Bronco) and the in the Throne Room (p.35).
wallet of a missing camper. › Kitchen: A woodfire stove along
› #7: A half empty bottle of vodka. the back wall. Several slightly
› #8: A crushed pack of cigarettes, rusted cast-iron pans hanging from
thirteen are still inside. a rack.
› #11: A folder with a flier for The › Small stage: A tarnished velvet
Church of Celestial Science (p.19) curtain drawn over a basic wooden
and a map with a location circled in platform.
red (Hines Farm, p.28). ›› Behind the curtain, a dropped
› #16: Three spent bullet casings. cellphone lies on the stage.
›› Locked. Low battery.
Cabins ›› Notifications: <16 messages
A series of wooden structures with a failed to send>, <EMERGENCY
small porch and glass windows. SERVICES UNAVAILABLE>.
› All but Cabin #1 are unlocked.
› Each cabin has a living room/ Boathouse
kitchen, bathroom, and bedroom. A moss covered storage shed on the
› Cabin #1: The Rangerʼs cabin. The shore of the lake. The structure has
walls are covered in pictures, maps, large double doors on the front and
and drawings of different cryptids. sliding door on the back, with a ramp
›› On display in the bookcase in that leads down to the water.
main room is a plaster casting › The front door has twelve deep
of a massive foot (Artifact: grooves scratched into the wood.
Cryptozoological Evidence, ›› Three fingernails on ground
p.43). nearby. No blood.
› Cabin #3: The door doesnʼt latch. ›› The padlock is broken.
›› Massive indents indicate that it › Inside of the structure are racks for
was broken inward. six rowboats. Four are present.
› Cabin #7: Under the couch is a › The boat closest to the back door
mold-splotched kitchen knife (d6, contains a backpack.
glows in the dark). ›› ID (missing camper), flare, four
pills in bag, a receipt from The
The Trails Station (p.27).
Unofficial, but well used trails marked
with handmade signage. Dock
› Leads to The Forest (p.32). Moist wooden slats nailed between
› One sign is broken. There are signs two long logs, extending out into the
of a scuffle nearby. water of the lake.
›› Something large was dragged. › One boat is tied to the dock.
Footprints walk alongside in no › Access point for transit on
discernible pattern. Coldwater Lake (p.25).
Page Title
24 KEY NPCS OF CAMP COLDWATER

Gerald (he/him) Sam (she/they)


The Deputy The Ranger
STR: 8 DEX: 16 CTRL: 8 STR: 12 DEX: 12 CTRL: 15
Armor: 1 HP: 3 HP: 4
Service Pistol (d6) Bear Mace (d4, blast, non-lethal)

Second in command of the local The primary caretaker of Camp


Sheriffʼs Office. A small stature that Coldwater. A too large uniform over a
hides behind a badge, with a slight frame. Thick rimmed glasses.
permanent sneer and receding Assertive and talkative.
hairline. Desperate for approval.
Generally incompetent. Desires:
› Strike a balance between protecting
Desires: nature and allowing public use.
› Do as little as possible, but gain the › Determine what happened to the
favor of Hank (p.18). missing campers.
› Really wants these disappearances to Secrets:
be linked to a bear, but knows better. › A fervent believer in cryptids. Will
Secrets: not keep this a secret for long.
› Not particularly interested in finding › Was away on the night the campers
the campers. Too much of a mess. went missing, despite being required
› Absolutely clueless without direction to be nearby when guests are there.
from Hank. Social:
Social: › Absolutely despises Gerald.
› Thinks Haru (p.26) is linked to the › Tries their damnedest to be friends
disappearances, but doesnʼt have the with Haru, to no avail.
evidence to prove it. › Reported the campers missing, after
Likely Location: returning during the night to find the
› Sitting in his patrol car or driving campground a mess.
slowly near the camp. Likely Location:
› Camp Office, Cabin #1, or roving
Can’t decide if he’s actually worse than Hank. around looking for evidence.
At least Hank somewhat does his job.
Title Page
COLDWATER LAKE 25
Coldwater Lake is a caldera lake with deep, vibrant blue water and mirror-like
surface. The water hosts a wide number of activities, including boating, fishing,
and hikes through trails around the shoreline.

What Lies in the Depths As the Clock Ticks


The lake stretches over 1,000 feet As the Doom Clock (p.8) ticks
deep, but the shallows are a hotspot forward, Coldwater Lake will change
for amateur divers. Noteworthy dive as well.
sites include: › Doom 1: Local fisherman report
1. A sunken barge. sightings of Furred Trout.
2. Sunken logs of old growth timber. › Doom 2: A glossy sheen forms over
3. Piles, remnants of an old pier the surface of the lake.
structure. › Doom 3: The sheen thickens to a
4. Monitoring equipment, embossed membrane-like consistency.
with a Bureau (p.31) seal. Itʼs › Doom 4: The membrane pulses
been expertly tampered with. with bioluminescence at night.
5. A half sunken boat, a Host (p.14) Fungi light up the bottom of the
pinned under the surface. lake, brightest near the entrance to
6. Narrow rocky passages, leading to The Caves.
The Caves (p.33) through The › Doom 5: The bioluminescence
Beach (p.35). pulse shines in intricate patterns,
even during the day.
Traversing the Lake › Doom 6: Bloated Furred Trout
Coldwater (p.16), Coldwater Camp launch themselves at boats,
(p.22), and The Surrounds (p.20) can bursting to release clouds of spores.
be reached by traveling across the
water. Furred Trout
Fish taken as Hosts, covered in long,
A small mountain river feeds the lake hair-like strands of white fungus and
from the northwest. Tourists often algae. Thought to be a tall tale, as
kayak the river, launching from a occasional unsubstantiated sightings
point near Hines Farm (p.28). Trees have cropped up over the decades.
from The Forest (p.32) brush right up
to the east shore. Those who attempt
to traverse the forest here may
stumble across the winding path of
the highway leading out of Coldwater.
Wasn’t this a hoax
???

I could stare at that water for hours…


Page Title
26 HARU’S CABIN
The home of Coldwater's oldest living
resident, deep in the woods. Decades
of moss and growth cover a small
cabin built into the side of a hill. The
encroaching Bloom will not cross its
borders to Claim this property.

Inside the Cabin


A blazing hearth warms the small
space, emanating the smell of
roasting meat.
› A wooden table and chairs take up
most of the interior room.
› One wall is filled with neatly
labeled jars.
› An alcove near the fire contains a
soft bed.
›› Runes and symbols fill the
space.
››! Reading causes 1 Stress as e
whispers of a hungry ocean fill ives m Haru (she/her)
eg
your mind.
rd, sh eps! The Crone
Lo e cre STR: 15 DEX: 13 CTRL: 18
Root Cellar th Armor: 1 HP: 8
Strings of different herbs, animal Rune-carved Ax (d8, returns to thrower)
parts, and unknown bits hang from Shadowʼs Embrace (d6 Stress)
the ceiling.
› Earthen shelves line this cavernous Surprisingly spry and youthful in spite
space. of purported age. Intricately braided
›› A flame flickers in a small gray hair. White shirt, overalls, and
bottle filled with liquid work boots. Sharp wit and sharper
(Moonlight Spark, p.43). tongue.

Well Desires:
Trees arranged in a triangle › To maintain her place of power.
surround the circular stone well. › If possible, to keep those sheʼs
› An old crank mechanism with a grown fond of safe.
sturdy rope but no bucket. Secrets:
› Grooved handholds descend into › Makes an offering deep within the
darkness. well when the moon is full.
› Above the water line lies a › Born in Bayocean. Sheʼs been
small passage, leading to a feeling an increasing pull to return.
circular chamber. › Believes that flesh is weak, but can
› A stone altar stained red, small be reformed.
channels lead down to an old Social:
earthen cup. › She is fond of Kassandra (p.18).
› Butts heads with Hank (p.18). Does
not recognize his authority.
Title Page
THE STATION 27
A combination gas station, mechanic,
and convenience store. A teal front
door with a faded cola sign hanging
above. A hand painted free standing
sign: “WE SLAUGHTER BARBECUE.”

Pumps
Four grimy, dated pumps.
› Gas is incredibly expensive.
› Cash only.

Front Porch
Red plastic chairs haphazardly
arranged near a cast-iron smoker.
› Near the door lies four barrels of
ammonium nitrate (highly
explosive).

Garage Raimi (he/him)


A grease stained single bay, packed The Merchant
with boxes of old parts. STR: 12 DEX: 10 CTRL: 6
› An old TV/VHS plays loudly above a HP: 4
well stocked workbench. Glock (d6)
› Beth (chain-smoking) can fix most
cars, if she has the parts. Salt and pepper beard, barrel chested,
booming voice. Cheerful and friendly
Main Shop demeanor used while assessing how
Mismatched shelving packed trustworthy new clientele is.
uncomfortably close, filled to the
brim with all manner of goods. Desires:
› The front counter is sequestered › To continue to run a prosperous
behind thick glass. business providing “essential
›› Behind the counter, multiple items.”
screens stream CCTV of the Secrets:
property. › Sold “supplies” to the Hanson
brothers for a party in The Cooler
Items for Sale (p.35).
1. Spelunking equipment (ropes, › For most “items”, he either knows
harness, ascenders, descender, how to procure them (out of town)
cow's tails). or knows who he has sold one to.
2. Flat-B-Gone Goo aerosol tire repair Social:
and inflator. › Suspicious of Angela & Brett (p.31).
3. Flame King propane flamethrower Their questions are too pointed.
(d10, blast, bulky, brutal). › JJ (p.28) is late in picking up their
4. Chainsaw (d12, bulky, messy). ammonium nitrate.
5. Unidentified jerky from The › Will do damn near anything for his
Curing Shed. mechanic Beth.
6. Hines Homemade blueberry jam.
Page Title
28 HINES FARM
Sickly wheat and blueberry fields
lead to a modest farmhouse and barn.
Several skittish horses roam freely
inside the property fence.

Hard Times
Ownership of the Hines family farm
fell upon JJ, who returned home after
years away in the wake of his fatherʼs
death during the CLI (p.12).

Farmhouse
A modest, two story home, the front
door swung wide open.
› A beat-up truck in driveway
› Kitchen: Dirty cookware.
Padlocked door to the Cellar.
› Dining Room: An unfinished meal
covered in fungi resides atop a Cellar
handmade wooden table. Loose wooden stairs lead down to the
› A creaky staircase leads to an upper earthen and stone walls of an
landing to access the bedrooms. unfinished basement. A single bulb
› Master Bedroom: Filled with a hangs from the ceiling.
“shrine” with photos of Coldwater, › The space is covered in moldy fuzz.
people, the farm, etc. › Shelves of rusted farm equipment
›› A program from a memorial and bags of old fertilizer.
with 23 names printed, with an › A short passageway leads to the
additional 20 handwritten in. hatch in the Barn.
› Guest Room: The door is jammed › A deep crack has spread in the
shut from a fallen dresser. foundation along the back wall.
››! Inside, the Chimera is bonding ›› The hole is just large enough to
itself with JJ Hines. squeeze through.
›› Opens to a tight, natural
Barn cavern, leading to The
A faded red outbuilding. A rusted Catacombs (p.34).
winch for the hayloft loudly creaks in
the breeze. Farm Animal Chimera
› A dozen empty stalls, their gates The Hines family cow, goat, and three
swung open. chickens have become a single mass
›› Some of the gates are damaged, of flesh, fungal growths and mycelia.
as if forcefully opened.
› A mound of hay near the back has STR: 14 DEX: 9 CTRL: 6
been toppled over. Armor: 1 HP: 5
›› A hatch lies beneath the loose Slam (d6)
hay, dropping down to a short Mycelia Whip (d4, blast)
passageway to the Cellar. Critical Damage: Mycelia dig deep into
the victimʼs flesh. Roll Fallout (p.40).
Title Page
FIREWATCH TOWER 29
A small blue view shed atop a steel View Shed
tower, posted high up in a forested A cramped space, showing clear signs
portion of Mount Selene. Crisscrossed of long term occupation.
stairs ascending from the base to the › Windows provide a stunning view
shed. of the region.
›› Any Claimed (p.8) locations are
Graffiti Around the Tower overtly obvious from this
› “Groovy” in wavy, technicolor vantage point.
letters. › The living quarters have been
› “Hanson Brothers” drawn with tossed. The desk, chair, bed, and
choppy lettering and poorly drawn kitchenette are all scattered about.
skulls for Os. › A map of the area is spread out on a
› “Residents Only” faded with time, table in the center of the room.
redrawn at least once. ›› Haruʼs Cabin (p.26) circled
› A mildly disproportionate depiction with: “Pulsing lights on the full
of Conan the Barbarian. moon.”
› An incredibly detailed depiction of ›› Pickman Lodge (p.30) circled
a mind flayer. with an illegible note.
› A pig with “HANK” written on its ›› Hines Farm (p.28) underlined
hindquarters. with: “No one will speak about
› A meticulously diagrammed set of what happened.”
genitalia. › The Walkman & Cassette Tapes
› “All Hail the Crimson King” written (p.43) can be found under the bed.
with red paint.
› A “Bango Skank” tag.

You can see the whole


region from the tower
atop Mt. Selene.

sually on
Gabby is u 27.305
frequency
Page Title
30 PICKMAN LODGE
The Pickman Lodge sits halfway up the mountainside, looming over the town
below. The timber building consists of a central A-frame with a connecting set
of wings and has a dated, rustic charm. This former centerpiece of tourism is
now a private residence.

Main Lounge West Wing


Nearly untouched from the prior A long, carpeted corridor. A half-
owner. Taxidermy animals and pelts dozen wooden doors on each side,
cover the wood panel walls. evenly spaced apart.
› A reception desk lies opposite the › Most of the doors are unlocked.
main entrance. Behind each is a bedroom,
›› Coated in dust. converted for some other use.
›› Completely empty of its prior ›› Storage. Totes of outdoor gear,
contents. rations, etc.
› Leather chairs surround a cold ›› Complex lab equipment.
fireplace. Various hunting trophies › One of the doors midway down the
sit atop the mantle. hallway is locked.
›› Shifting and scratching can be
East Wing heard behind the door.
An open dining area with an ››! A Host (p.14) is contained
industrial style kitchen in back. within.
› Several large wooden tables in the › The last two rooms in the corridor
dining area are covered in all are the largest.
manner of specialized equipment. ›› Each are unconverted
› A map of Coldwater is pinned to bedrooms containing the
the wall, with strings trailed to separate personal effects of
pictures of various townsfolk. Brett and Angela.
› Phone and data lines stretch from
wall sockets to an apparatus.
›› Inside is the Red Rotary Phone
(p.43), hanging off-hook.
Various voices project from a
small speaker near the receiver.
››! Brett and Angela have been
using the Red Rotary Phone to
intercept calls from within the
region. Disabling the phone
will restore the ability to
properly contact The Bureau.

good shot of
This was the last before the new
t
the Lodge I go over. With the
“owners” took it new security
floodlights and t get as close
Pickman Lodge
system, I just can’
anymore.
Title Page
KEY NPCS AT PICKMAN LODGE 31
“Angela” (she/her) and
“Brett” (he/him)
The Undercover Agents
STR: 12 DEX: 10 CTRL: 14
Armor: 1 HP: 6
Concealed Pistol (d6, discreet)

Among the newest


permanent residents of the
town. Angela is incredibly
friendly and charming,
while Brett is uptight and
formal. Close cropped, neat
haircuts. Wearing brand
new flannels and clean
boots. Rarely seen apart.

Desires:
› Integrate with the townsfolk.
› Maintain a sense of calm and The Bureau and Coldwater
stability in the town. The Bureau is a clandestine
› Prevent the general public from governmental organization tasked
learning too much. with investigating, containing, and
Secrets: controlling paranatural phenomena.
› Undercover field agents of the This directive supersedes any federal,
Bureau, tasked with monitoring state, or local law, up to and including
Coldwater in the wake of the the personal rights of everyday
CLI (p.12). citizens.
› Something is deeply wrong with the
pair. Their shadows seem to stick to The Coldwater Lake Incident (p.12)
them and move in odd ways. was a disaster. Failure of early
› They have been sending falsified warning systems and the remote
reports to the Bureau for several location of the town prevented quick
weeks now. intervention by the Bureau. This
›! Using the Red Rotary Phone (p.43) necessitated a thorough cover-up to
to reroute outgoing calls from the prevent the spread of information,
town. even within the town itself. Following
Social: the CLI, the Bureau purchased
› The pair are the center of the townʼs Pickman Lodge to establish a
rumor mill. permanent monitoring station near
› Most townsfolk have a mild distaste the town to ensure a rapid response if
of them for “taking over” the Lodge. a follow-up event were to occur and to
› Regularly meet with Hank (p.18) to prevent anyone from learning the
discuss happenings in the town. truth of what happened.

They think they’re so slick…


Page Title
32 THE FOREST
While logging cleared away much of the true old-growth trees, the forests
around Coldwater have been nearly untouched for over a hundred years, save for
a handful of manicured hiking trails. Large coniferous trunks stretch skyward,
claustrophobically packed together. Moss clings to any bark it can root into and
lichen nearly drips from outstretched branches.

Regardless of the time of day, treat the Voidcrawl (p.10) as if itʼs Night while
exploring The Forest. Without clear direction, the Investigators will quickly
become lost. While exploring, use the Forest Locations table as prompts and
combine with the results of the Voidcrawl procedure.

Forest Locations
1. Crumbling Ruins: The collapsing brickwork of an old house. The roof has
fallen in, furniture left inside has rotted.
2. Channel: A streambed with deeply eroded banks. Ice cold water gurgles over
rounded stones.
3. Overtaken Farmstead: An old stone wall separates forest from field. Once
tilled soil now sprouts wild grasses and small trees.
4. Forgotten Cemetery: Rounded, moss covered headstones peak out of the
earth between large tree trunks. The most recent dates are over a hundred
years old.
5. Abandoned Mine: Rusted, dated equipment lies abandoned at the mouth of a
collapsed mine shaft.
6. Log Flume: Wooden chutes, raised on trestles. While covered in moss and
sagging with age, water still flows downhill towards Coldwater Lake (p.25).
7. Old Growth: Ancient, massive trees, untouched by logging. An
eerie stillness sits over the place. Not even a chirping bird can be
heard.
8. Campsite: An unzipped camping tent, empty save for a rather
foul smelling sleeping bag. A small campfire, the ashes still
warm.
9. Briar Patch: A thick tangle of prickly shrubs that grasp
and pull at skin and clothing.
10. Glade: An open clearing. Small green stems peek
out of black soil and ash.

Finding the Caves


The Throne Room (p.34), the primary
entrance to The Caves, can be found deep
within the Forest. To those that donʼt
already know where it is, finding this
entrance is nearly impossible.
However, bioluminescent There’s a seren
mushrooms light up the forest among these e peace
floor at night. By the time the Though I can trees…
clock strikes Doom 4 (p.8), a shake that feelnever
clear path can be followed being watched ing of
.
to the Throne Room.
Title Page
THE CAVES 33

the cave
s
Page Title
34 THE CAVES

Below Coldwater is a massive cave structure, tendrils of old lava tubes that reach
deep into the earth and stretch over the entire region. The tight, winding tunnels
are cold and damp, and the pitch black darkness is cut through by
bioluminescent fungus that coats the walls. Deep within these tunnels lies the
Heart of the Bloom.

Encounters in the Caves (d6) 1. The Catacombs


1. A Host (p.14), impaled on a A burial chamber. Carved alcoves
stalagmite, reaching for a victim. containing old bones lain to rest.
2. The mound of a fungal cocoon, its › Steep, narrow passageway leads to
still-living victim conscious enough Hines Farm (p.28).
to scream. › Some of the alcoves contain bones
3. 2d4 Fungal Bats (STR: 8, HP: 3, d4 that are calcified to the stone.
bite) drop from the ceiling, their ›› Blue-hued lichen grows over
flight sporadic from the added the skeletal remains not yet
weight of fungal growth. calcified.
4. The scratching and rumbling of a
Worm (see Worm Holes), ready to 2. The Garden
burst out from the walls or ceiling. Natural sunlight leaks down from
5. An NPC, wandering alone in the cracks in the cave far above, allowing
darkness. vegetation to thrive.
› Roll a d6. 1-3: Theyʼre exploring › The air is dense and humid.
and are prepared. 4-6: Theyʼve › Water filters down into a small
stumbled in here and are scared. pond.
6. The Flesh Hydra (p.15), skittering ›› Incredibly strange and blind
along the ceiling. fish swim in the water.
› Crawling through the cracks above
leads to The Forest (p.32).
Title Page
THE CAVES 35
3. Throne Room 7. Worm Holes
Moss and lichen cascade across a Twisting tunnels, vibrating with soft
yawning cave opening. Soft blue light pulsing thrums.
emanates from within. › Tight, claustrophobic spaces, only
› The interior walls are covered in navigable by crawling.
years of graffiti. Impromptu seating ››! 1 Stress to navigate.
is scattered throughout. › The tunnels converge on a small
› A boombox has been left on near a chamber.
six-pack of warm beers. ›› The ground is dark and soft,
›› Dying batteries warble the almost elastic.
feeble sound coming out of the ›› A 12-inch shaft hangs above
speakers. the center of the chamber.
› Exits out to The Forest (p.32). ›› Lodged in the center of the
chamber beneath the shaft is
4. The Dump an Obsidian Blade (d8).
A long stretch of cave, filled with
trash from decades of misuse. Worm
› The smell is absolutely vile. A Human Host, their fleshy body
››! CTRL Save or 1 Stress. twisted and mangled into something
› Mounds of trash and human waste raw and worm-like.
litter the room.
› Four holes in the ceiling near the STR: 13, HP: 5
back wall lead to the Outhouse at Gnawing (d6)
Camp Coldwater (p.22).
8. The Cooler
5. The Beach A dropped, still lit flashlight partially
A sandy shoreline opens up to a large illuminates a small cavern, with
underground lake with a glass-still alcoves jutting into darkness.
surface. › The air is noticeably cooler.
› Reflections of the bioluminescence › Thick cords of pale, flesh-colored
on the water fill the room with a mycelia cling to the ceiling.
blue hue. › Packed into the alcoves are six
› A soft blue glow emanates from fungal cocoons.
beneath the water. ››! Inside are partially digested,
› Under the waterline is a twisting but still living teenagers. 1d4
passage that connects out to Stress.
Coldwater Lake (p.25).
9. Hellraiser
6. Discotech A massive room filled with stalactites
A large domed cavern. Minerals coat and stalagmites.
the walls, refracting light. › In the center of the room at least
› Standing in the center of the room twenty fungal coated bodies lie
are five Human Hosts (p.14) facing impaled on stalagmites.
each other, swaying gently. ››! 1 in 6 chance the Flesh Hydra
››! Disrupting the Hosts causes (p.15) is here, breaking stone
them to move in unison and and tearing flesh to integrate a
attack. new Host into its form.
Page Title
36 THE HEART OF THE BLOOM

10. The Heart of the Bloom


A throbbing mass of glowing fungal
cords fill a domed cavern. The
tendrils clasp and bury themselves in
stone and earth. This heart is the
primary fungal colony of the Bloom.
From here, mycelia stretch through
the caves and across the region.
› Hundreds of thin bioluminescent
threads hang from the ceiling.
››! If approaching the threads,
Make a DEX Save or be
entangled and drawn up to
ceiling (d4 damage).
››! Threads have 2 HP and 6 STR.
› On the ground near the fungal
colony lies a corpse, curled into the
fetal position.
›› Their desiccated skin is the
color and consistency of dried
tar.
›› Tightly clutched in their arms is
the Paperweight (p.43).
Title Page
APPENDIX A: CONSEQUENCES 37
While there are many ways in which this module may play out, below are some
of the anticipated actions of the Investigators and their broader effects on the
setting. Short Term consequences happen within a few days. Long Term
consequences happen within a few weeks, months, or over the course of an
extended campaign.

If the Heart of the Bloom is If the Artifacts are not found…


destroyed… › Short Term: They survive any
› Short Term: The spread of mycelia attempted destruction.
will be mitigated. › Long Term: They will eventually find
› Long Term: As long as any spore or new homes beyond Coldwater and
mycelia fragments remain, the will leave their imprint on reality.
Bloom will slowly begin to reform
as the years pass. If the Red Rotary Phone at
Pickman Lodge is not
If the Heart of the Bloom disrupted…
survives… › Short Term: Any emergency service
› Short Term: Any Key NPC remaining response will be significantly
in Coldwater will be Claimed. delayed.
› Long Term: The Bureau will › Long Term: The phone will
implement a cover up. The region disappear, smuggled out by a victim
is burned, Hosts killed, and any of its power.
people that know too much are
whisked away for reprogramming.
A “tragic” forest fire is blamed.
› If the Investigators escape: The
Bureau will conduct a search,
alerting all field agents that the
Investigators are to be apprehended
for questioning.

If any Claimed Key NPCs are


unaccounted for…
› Short Term: They are counted
among the dead and missing.
› Long Term: They wander the forests,
heading towards the nearest big
city to begin a new fungal colony.

If Thomas survives…
› Short Term: The Church of Celestial
Science clamps down on any
mention in the media of the
existence of their church in
Coldwater.
› Long Term: The Church of Celestial
Science begins active observation
of the Investigators.
Page Title
38 APPENDIX B: CONVERSIONS
While this module is designed for use with Liminal Horror, below are ways to
adapt to a few additional systems. In practice, use the chosen systemʼs character
generation, rules, and equipment stats.

Agents of the O.D.D. Monster of the Week


Framing Framing
While the O.D.D. were not directly There are monsters in Coldwater.
involved in the aftermath of the Youʼve never been here personally,
Coldwater Lake Incident, they have but a reliable contact swears by it.
been passively monitoring the region Apparently some mess went down
since. The organization got an early about a year back, followed by a
tip on some strange disappearances. period of calm, but your contact has
Youʼve been deployed as the rapid spread word that campers have gone
response team to investigate. missing under strange circumstances.
Itʼs down to you to figure out whatever
Ability Scores this creature is and put an end to it
CTRL can be replaced directly with before more people disappear.
WIL.
Attacks
Embracing Horror The amount of harm a wound can
If your group would like to lean more cause is based on the creature's
into the horror aspects of the module, damage die: d4 = 0-1 harm, d6 = 2-3
we recommend restricting the harm, d8 = 4-5 harm, d10 = 6-7 harm,
Profiles to the most thematically and d12 = 8+ harm.
relevant and utilizing Liminal
Horrorʼs inventory and Fallout Harm Capacity
mechanics. To determine how much harm will
kill a creature, double its Hit
Protection. Armor remains
Cairn unchanged.
If youʼre feeling particularly creative,
a fantasy coat of paint is really all Weaknesses
thatʼs needed to run the module with Most of the monsters and minions in
Cairn, as many of the core features the module are fungal based, sharing
are not strictly reliant on modern common weaknesses: fire, fungicide,
technology. Make the sheriff a and destruction of brain/spinal tissue.
constable, replace guns with Treat the Flesh Hydra (p.15) as the
crossbows, give the locations some primary monster for this adventure,
new names, etc. with one main weakness: destroying
the Bloom (p.13).
Ability Scores
CTRL can be replaced directly with Countdown
WIL. For this module, the steps of the
Doom Clock (p.8) can be directly
ported to the Countdown.
Title Page
APPENDIX B: CONVERSIONS 39
Cthulhu Dark Triangle Agency
Framing Framing
The basis for the adventure, everyday A new order, straight from your
folks getting caught up in a horror- General Manager, has landed on your
filled mystery, can remain largely desk. Word has reached the Agency of
unchanged. However, The Bloom disappearances in Coldwater, and
leans much more heavily into natural anomalous activity is suspected. Your
horror than traditional cosmic horror, task is to investigate, confirm
so some thematic changes to the Anomaly involvement, then
system may be warranted. apprehend or neutralize.

Investigators Anomaly
Use the Archetypes (p.6) to For one-shots or short arcs, any of the
determine your occupation. Resonant Artifacts (p.43) can serve
as the source of an Anomaly, based
Insight around their respective locations and
Instead of Insight and an Insight Die, NPCs. For longer play, we recommend
you have Infection and an Infection focusing on the Paperweight, using
Die. Roll your Infection Die when you The Caves (p.33) as its Domain.
risk infection. Use Fallout (p.40) as
inspiration for your transformation. Focus
When Infection reaches 6, your Growth. The Anomaly was born from
character is lost as the fungal spores the repressed, collective anxieties of
penetrate their brain, creating a Host the citizens of Coldwater about the
(p.14). stagnation and decline of the town.

When Infection reaches 5, you may Impulse


attempt to reduce it by poisoning To spread and create change. The
yourself with harsh medicines or Anomaly is exponential, growing
fungicides, or amputating infected more powerful and spreading faster
body parts. as it transforms the landscape and
claims citizens.
Fighting
When you fight a Host, you are always New Chaos Effect
risking infection. But if you try to Propagate: 7 Chaos. An NPC with ties
defeat the Flesh Hydra (p.15) directly, to the Agents becomes infected with
you will die. the Bloomʼs spores. They begin in the
incubation period, but will soon
Investigating become a Host (p.14).
When you investigate something, roll
as normal. Use the Voidcrawl (p.10) Attacks
entries to aid in generating clues. On a The amount of Harm caused by
6, instead of glimpsing beyond human damage is based on the creature's
knowledge, you learn hints that the damage die: d4 = 1 harm, d6 = 2 harm,
Bloom is much deeper rooted than it d8 = 3 harm, d10 = 4 harm, and d12 = 5
seems. Perhaps an NPC shows signs of harm.
infection or mycelium grows in a
place it shouldnʼt.
Page Title
40 APPENDIX C: FALLOUT
Fallout represents the spreading fungal infection, the process by which a victim
becomes a Host (p.14). Unless marked, Fallout entries can only be taken once
per character. Fallout takes up an inventory slot and can only be removed under
extenuating circumstances or death.

Sporocarp: Your nails yellow and your skin begins to crack and harden
1 in places, mottling in color. +1 armor.
Bioluminescence: Thereʼs a chemical reaction going on inside of you. In
2 darkness, the skin of your hands produces a weak light.
Mycelia Hair: Your hair begins to fall out, quickly replaced by wispy
white strands. You are much more sensitive to environmental changes
3 (temperature, wind direction, pressure, etc). Roll d4 and add it to your
CTRL (max 18).
Coagulation: You donʼt bleed. Mycelic fibers stitch together your
4 wounds. Heal d2 STR damage per day, up to max.
Psilocybin: Your vision waivers. Hallucinations manifest. Ghosts wander
5 at the periphery. +1 Stability.
Become One: Something is calling to you, a compulsion to join with the
6 mass. It feels the pull to you as well. Facilitator: PC has +1 Stability
whenever in the presence of the Flesh Hydra (p.15).
Impulse: You can feel them communicating. A tingle on the skin, a spike
7 of anxiety. Every dawn there are more voices.
Twisted Strands: Strands of mycelia twist under your skin, bulging like
8 varicose veins. Digging into muscle, they act as extra ligaments. Roll d4
and add it to your STR (max 18).
Deadened Nerves: Something inside is allowing you to push past your
9 physical limits, but everything comes at a cost. You are no longer
affected by Fatigue or Deprivation.
Legacy Fallout: Roll on the standard Liminal Horror Fallout table (this
10 can be taken multiple times per character).
Title Page
APPENDIX D: RESIDENTS AND TOURISTS 41
Below are a series of additional Coldwater residents and tourists that can be
inserted into a scene whenever needed.

Elane (she/her). Digital Nomad. Early 30s. Bleached hair. Unearned


1 sense of entitlement.
Dustin (he/him) Bartender. Dark beard and long hair, wiry. Jovial, quick
2 to throw hands.
Diogo (he/him). Fisherman. 40s. Khaki pocketed vest, bucket hat. Warm
3 smile.
Wes (he/they). Camper. Late 20s. Beard and swept back hair beneath a
4 baseball cap. Pleasant disposition. Overburdened with equipment.
Kai (she/her) Sheriff's Deputy. Flannel over uniform. Muscled, blonde
5 hair. Reserved, competent.
Shaun (he/him). Author. 50s. Heavily patterned button down shirt. Gruff
6 and standoffish.
7 Christian (he/him). Grocery Bagger. 20s. Black apron. Awkwardly tall.
Saku (she/her). Cashier. Perm, floral everything. Knows everyone's likes/
8 dislikes.
Jyri (he/him). Waiter. Mustache, cuffed jeans, white tee. A hopeless
9 romantic.
Darcy (she/they). Barista. Late 20s. Half-shaved hair. Heavy aroma of
10 ground coffee.
Mads (he/him). Cook. Tall, salt pepper hair, striking eyes. Quiet.
11 Discerning.
Janne (they/them). Farm Hand. Early 30s. Mud stained clothes. Lithe,
12 but surprisingly strong.
Markus (he/they). Mechanic. Shorter, glasses, coveralls. Takes time in all
13 aspects.
Logan (he/him). Businessman (retired). Early 60s. Cargo shorts, polo
14 shirt. Relaxed, living his best life.
Robin (he/him). Park Ranger. Uniformed, distractingly handsome.
15 Cautious.
Xavier (he/him). Librarian. Prim and proper. Thick rim glasses.
16 Charmingly clumsy.
17 Vivian (she/her). Volunteer Firefighter. Late 40s. Gruff and ready to fight.
18 Martin (he/him). Postal Service Employee. Always in uniform. Rather odd.
Bonnie (she/her). Hunter. Flannel, jeans, boots, rifle, knife. Judgmental,
19 prying.
Kate (she/her). Retired. Silver hair, glasses, cane. Warm smile, biting
20 tongue. Book club president.
Page Title
42 APPENDIX E: RUMORS
The townsfolk in Coldwater are wont to spreading pieces of gossip among
themselves. These rumors can be slipped into casual conversations or overheard
while eavesdropping.

“Something is going on with the mail. It isnʼt being delivered consistently, and
1 our letters and packages keep going missing.” (p.21)
“The utilities out here are the worst. Cell service is shoddy at best and only
2 getting worse, and even the wifi is on the fritz.” (p.9)
3 “The roads havenʼt been properly maintained in years!” (p.9)
“Itʼs those damn Hanson brothers! Theyʼre the root of most of the petty crime
4 and vandalism in the area, and Iʼd bet my hat on it.” (The Cooler, p.35)
“They never shouldʼve sold the Pickman Lodge to those outsiders from the big
5 city.” (p.30)
“Raimi at The Station can truly get you anything you need. If you catch my
6 drift.” (p.27)
7 “Word has it that the Park Rangers and the Sheriff hate each other.” (p.24)
8 “The sheriffs donʼt do enough to handle problems in town!” (p.18)
“That church is the first new building the town proper has had in quite some
9 time.” (p.19)
“Rumor has it that the mayor has been dipping into the townʼs coffers for
10 personal expenses.” (p.18)
“JJ is trying his damndest to keep the Hines Farm afloat, heʼs just not as good
11 at it as his father.” (p.28)
“Thereʼs something… off about Haru, that old crone that lives alone in the
12 woods.” (p.26)
“Gabby is all alone up in that firewatch tower. Itʼs no wonder she uses those
13 psychedelics.” (p.29)
14 “No one can outfish Gretta. They donʼt own that bait shop for nothing.”(p.20)
“Temptations Limited is full of impractical and old trinkets. Wiltonʼs a good
15 salesman though!” (p.21)
16 “How Gus hasnʼt died during one of his ʻtricksʼ is a true mystery.” (p.21)
“Keep your wits about you near the Curing Shed. Shelby is one scary butcher.
17 He always smells like blood.” (p.20)
“Iʼve heard that the mayor slinks away on Thursday nights for a private
18 ʻadvanced classʼ with Thomas at the Church.” (p.18)
19 “Mrs. Wilkes is a key contributor to the Coldwater booster club.” (p.21)
20 “If you want a good dive spot, thereʼs a cave system deep in the lake.” (p.25)
Title Page
APPENDIX F: ARTIFACTS 43
Paranatural Basics: Resonant Artifacts
- - Classified - -
SUMMARY:
Resonant Artifacts are seemingly mundane objects that house power
through a connection to other dimensions or planes of existence. They
often take the form of simulacra: icons we ascribe meaning to, despite
being an imitation or distortion in some manner. This iconography gives
them structure and order, meaning the power they contain can be
controlled in a utilitarian sense. The power Resonant Artifacts contain is
palpable, even to an otherwise ignorant individual. However, determining
how that power manifests may take some experimentation.

Phylactery Red Rotary Phone


A heavy, tarnished locket. Locked. An old red rotary phone.
› Activation: Place around neck. › Activation: Pick up the receiver.
› Effect: The wearer may survive an › Effect: When spoken into, the user
otherwise fatal blow, wherein the hallucinates the voice of their
locket will pop open, revealing a intended recipient, who tells them
portrait with a blank face. When reassuring lies.
the wearer reaches 0 CTRL, the › Location: Pickman Lodge (p.30)
phylactery captures their soul,
leaving a husk of a body behind and Walkman & Cassette Tapes
filling the portrait inside with their A well used Sony Walkman,
face. 1 charge per soul. headphones, and three cassette tapes
› Location: Temptations Limited hand labeled “Gateway Process 7-9.”
(p.21) › Activation: Listen to the tapes.
› Effect: While listening to the tapes,
Paperweight the user can see physical
A heavy, palm-sized obsidian manifestations of lies. Prolonged
pyramid. use allows the lies to perceive the
› Activation: Invert, pointing the tip user.
to the ground. › Location: Firewatch Tower (p.29)
› Effect: Allows the user to levitate at
the pace of a brisk walk for one Moonlight Spark
minute. A small glass bottle with a cork
› Location: Heart of the Bloom (p.36) stopper. Suspended in a metallic
liquid is a small flame.
Cryptozoological Evidence › Activation: Spend an hour gazing at
A plaster casting of a large hominid the flame.
footprint. Tufts of hair and black, tar- › Effect: The threads of connection
like substance can be seen in the are quick and strong. Whatever is
cracks of the plaster. inflicted upon the bearer is also
› Activation: Allow the tar to come in reflected back (damage or effect/
contact with skin. positive or negative) upon
› Effect: When in darkness, the user whomever the bearer is focused on.
can see clearly and move silently. › Location: Haruʼs Cabin (p.26)
› Location: Cabin #1 (p.23)
Page Title
44 APPENDIX G: RANDOM SEARCH
d100 Random Item
0-2 Half mask respirator (+1 Stability).
3-5 A faded playbill for A Passion Play, from a nearby city.
6-8 A pager that displays disparate phrases every 47 minutes.
9-11 A business card for The Pickman Lodge with Angelaʼs (p.31) phone
number written in pen on back.
12-14 A flier for a memorial service a year ago.
15-17 A mailer for The Church of Celestial Science (p.19).
18-20 A cassette recording of an episode of The Lost Broadcast pirate radio
station.
21-23 Notebook filled with time/location of different residents, going back
months.
24-26 Minutes from the last neighborhood watch meeting.
27-29 A broken antler, covered in mushrooms.
30-32 Handwritten receipt from The Station (p.27).
33-35 Worn Hunting Rifle (d8, bulky, slow). Scope is cracked.
36-38 Wood Cutting Ax (d8, bulky). Head stained rust-red.
39-41 The half-finished manuscript of a thriller novel.
42-44 A polaroid of one of the Investigators. Seemingly random numbers
written on the back.
45-47 A torn piece of clothing.
48-50 An empty glass bottle.
51-53 An ID Card for a random Resident (p.41).
54-56 A worn boxset of a popular science fiction role-playing game.
57-59 A Molotov cocktail (d10, blast).
60-62 Flier for the “Save the Mall” raffle in Carpenter, OR.
63-65 A conspiracy zine, preaching the threat of “cosmic bigfoot.”
67-69 Recruitment pamphlet for a nearby mega-corporation. Starting wages
are listed as $10/hr.
70-72 A matchbook from the Lakeview Resort (p.17).
73-75 A scribbled “treasure map” on a napkin from The Gorge (p.17).
76-78 A single brick.
79-81 A nail spike baseball bat (d8, brutal).
82-84 Bottle of weed killer.
85-87 Hunting knife (d6), stained with blood and bluish mold.
88-90 Car lockout kit.
91-93 Handwritten explosives recipe.
94-96 Digital camera w/ hundreds of pictures of Angela, Brett, and Pickman
Lodge (p.30).
97-99 A tattered copy of Murder at Midnight Manor by Anna Stone.
REFERENCES
Voidcrawl Table Doom Clock
Roll d6 when the Investigators › D0: Investigators arrive. Hines
perform a significant action. During Farm is Claimed.
the Day, ignore results above 3 › D1: Blueberry Festival begins.
unless the location is Claimed (p.8). Storm hits once night falls.
1. Day Encounter › D2: Main highway erodes and
2. Dire Omen collapses. Camp Coldwater is
3. Clue Claimed.
4. Setback › D3: Increase in missing persons
5. Horror is noticed. The Station is Claimed.
6. Night Encounter › D4: Rain clears up. The Firewatch
Tower is Claimed.
› D5: Numerous Hosts are found.
Dramatis Personae/Key NPCs Spores visibly in the air. Pickman
1. Jeanie: Coldwaterʼs mayor (p.18) Lodge is Claimed.
2. Hank: Local sheriff (p.18) › D6: Spore clouds present in all
3. Kassandra: Diner manager locations. Coldwater Surrounds
(p.18) are Claimed.
4. Thomas: Church minister (p.19) › Doom: Coldwater is Claimed.
5. Gerald: Sheriff's deputy (p.24)
6. Sam: Park ranger (p.24) Exploring the Region
7. Haru: Old crone (p.26) › Coldwater (p.16)
8. Raimi: Gas station owner (p.27) › Coldwater Surrounds (p.20)
9. JJ Hines: Missing farmer (p.28) › Camp Coldwater (p.22)
10. Angela & Brett: Undercover › Coldwater Lake (p.25)
agents (p.31) › Haruʼs Cabin (p.26)
› The Station (p.27)
NPC Reactions › Hines Farm (p.28)
When the Investigators encounter › Firewatch Tower (p.29)
an NPC whose demeanor would not › Pickman Lodge (p.30)
be obvious, roll 2d6 and consult the › The Forest (p.32)
tables below. › The Caves (p.33)

During Doom 0-3 Generic NPC & Creature Stats


› 2: Hostile Resident/Tourist
› 3-5: Wary STR: 10 DEX: 10 CTRL: 10 HP: 3
› 6-8: Curious Fist (d4) or Improvised Weapon (d6)
› 9-11: Kind
› 12: Helpful Hunter/Survivalist
STR: 12 DEX: 10 CTRL: 8 HP: 4
During Doom 4-6 Hunting Rifle (d8)
› 2-4: Hostile
› 5-8: Wary/Paranoid Bureau Agent
› 9-10: Curious STR: 14 DEX: 12 CTRL: 14 HP: 6
› 11: Kind Service Pistol (d6) or Assault Rifle (d8)
› 12: Helpful
Wild Animal
STR: 12 DEX: 14 CTRL: 6 HP: 4
Claws/Teeth/Horns (d6)
PRESENTED BY:
VAULTED GOBLIN
PYRAMID ARCHIVES

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