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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
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.
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?
The CLI?
Title Page
THE BLOOM 13
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.
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.
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.
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
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.
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
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).
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.
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.
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)
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.
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.
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.
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.
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.
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.
“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.