You are on page 1of 16

Let Us In

A NEO-70S HORROR ADVENTURE IN THE LASTLANDS

L U K A R E J E C
Time & Weather [d8]
October, that fallow season between the harvest festival
and the snow, when only rain visits the Town.
1. Fog curls among the conifers.
2. Mushrooms burst through sodden moss and needles.
3. Drizzle and drab skies.
4. Heavy rain and iron clouds.
5. Wintery winds let the sun’s razors shine.
6. Thunder rumbles as lightning strikes the ridges.
7. Storm. Wind. Flat rain.
8. Silence. Cirrus and scudding cumulus. Pale light.

SUNLIT WOODS
Ospidal

House

LAKE

TOWN

RIVER

SHADOWED WOODS

Town Rumours [d8]


1. Lovely place, good fishing.
2. Not the same since the mines closed.
3. Building a new-fangled ski resort.
4. The train lines shut down a few years ago.
5. Has its own old Undermountain Bunker.
6. Some folks’ ancestry goes pre-Purification.
7. Much less radiation now. Just ghosts.
8. The golem military’s interested in it.

2
Let Us In LUKA REJEC
—system-neutral one-shot horror in the Lastlands for four ordinary heroes—

Attention
This is a (roughly) 3-hour horror rpg adventure for
one referee and up to four runners. It deals with
unsettling themes and doesn’t guarantee a happy
ending. The ref should review the content and adjust
it to suit their group. The goal is to have a thrill, like
with a modern 70s horror movie, not leave the table
bummed out.
The referee may want to create a mimeograph or
thermo-fax of the pages labelled “handouts.”

Credits
Thanks to Ahimsa Kerp, with whom we walked and
talked through the adventure. Thanks to “Jasher” and
“Owl”, who listened and agreed it had legs. Thanks to
the Knights Grammarian for proofreading. Thanks to
the Heroes who tested variations of the adventure.


This is a limited first edition print run of Let Us In by
WTF Studio and Exalted Funeral Press
Art and Text ©2021 Luka Rejec
Editing by Linda Codega
www.wizardthieffighter.com
www.exaltedfuneral.com

3
SURROUNDINGS

THE OSPIDAL
Aeropad

THE COMMON

THE GROUNDS
(a) High Fence
(b) Main Gate and Guardhouse (e)
(c) Covered Portico and Drive
(d) Depot and Shed
(e) Generator Hut
(f) Garden Wall and Door
(g) Garden
(h) Doghouse (d)
(i) Heritage Tree
(j) Back Gate

(1) GROUND FLOOR


Foyer
Staircase and Mezzanine
Cloakroom
Day Room
Receiving Room (b)
Library
Dining Hall
Conservatory (a)
Kitchen and Pantry
Servant’s Quarters
HANDOUT

THE ROAD

4
HOUSE

<2> UPSTAIRS
Master Bedroom
Panic Room
Five Guest Bedrooms
Attic Stair

<3> ATTIC
Storage
Taxidermy Workshop
Holosphere Crystal

(j) (h)

(g)
(i)

(f)
<2>
<3>

(c)
<1>

<B1>

<B1> DOWNSTAIRS
Game Room
HANDOUT

Wine Cellar
Science Lab
Fallout Shelter

5
OPENING SCENE

The Arrival
The western sky swiftly shades
from red to purple. The fast stars
emerge like gemstone necklaces
CORAZON
in the reflected sunlight, blip- The Letter
blip-blip. The slow stars pierce
the sky’s silky awning, wink-wink- <<Rumpled, as though it had
wink. The town lights blaze like been folded away in a pocket.>>
flares, hiss-hiss-hiss.
A distant dog howls; a pack “Elmeno/a, my dear, please
answers. The eyes of sheep glint ignore the previous letters. You
in the headlights’ glare as the do not have to come and take us
Matador autogolem turns down home. Everything is alright and
the gravel drive. Pale dust my worries now seem pretty
sparkles on the teal machine. foolish. Aranca is taking all
The black gate, topped with possible precautions and my
spikes and razor wire, stops the mind is quite at ease.
vehicle. With a fizz, an orange Use the little extra I wired you
floodlight comes on. With a to get something nice, perhaps
whine, the electric motor pulls that hiking exosuit you wanted
the gate open. The autogolem for the Mountains of the Moon.
stirs and rolls inside. Or a holiday—you have been
The sleek, modernist mansion studying so hard at the academy,
slides into view, its front door after all.
HANDOUT

ajar. A dog begins to bark. The With love and affection,


gate closes behind.
—your aunt, Vira.” ✂
6
This page can be duplicated or mimeographed with permission.
FOUR HEROES

The Relative The Friend


Elmeno/a Zyatibor 2nd branch Amato/a Lashtrada IV Tier

HIDDEN HANDOUT • The referee describes the four heroes, keeping actions and motivations secret, then hands out the chosen characters.
Wellborn Second City poet / Scholarborn Second City schol‐
socialite / model / entrepreneur arship student. Elmeno/a’s
/ athlete / student with a trust factotum / drinking buddy /
fund. Raised by the aunt while friend for hire. Paid a stipend by
parents worked the Wellborn Elmeno/a’s parents to keep the
City-servant circuit. wealthy scion safe.

Motivation • Check on Aunt Vira. Motivation • Keep Elmeno/a safe.


Ensure their inheritance is safe. Graduate. Get a job, a spouse,
a two-up-two-down.
Action 1 • Biometric access.
A locked thing opens. Uses: [][][] Action 1 • Quiet competence. A
marginal success has no negative
Action 2 • Ruthless. Elmeno/a consequences. Uses: [][][]
succeeds flawlessly at a task.
Someone else suffers the Action 2 • Scream of the butterfly.
consequences. Uses: [] Everyone around Amato/a is
shocked and stops what they are
doing. Amato/a gets a free
unopposed action. Uses: []


The Driver The Guide
Banya Gatopardi Yasha Okovi
Outcity servant resident of Outcity Mountainard of old
Mountainard stock employed by lands-knight stock stretching to
Aunt Vira to drive her autogolem the First Bunker Times. Fought
and watch Elmeno/a. Served in the freedom-bringers in the
the freedom-bringer army as a ’33–37 Upper Moon Police Action
cook and tax collector. / 2nd Moonlands Popular
Dishonourably discharged. Liberation Struggle. Hired by
Elmeno/a as a local expert.
Motivation • Stay alive. Keep the
lovely autogolem safe. Keep Motivation • Kidnap or threaten
Elmeno/a alive. Make a mint. Elmeno/a’s aunt for a ransom.
Reclaim their Underpalace from
Action 1 • Dirty fighter. Goes first Second City colonial squatters.
in a conflict and gains a bonus.
Uses: [][][] Action 1 • Local expert. Knows
where to find something useful
Action 2 • Untouched. Banya nearby. Uses: [][][]
shrugs off all damage they took
the previous round. Uses: [] Action 2 • Hidden pistol. Surprise!
Yasha’s opponent is shot dead.
Uses: []

7
This page can be mimeographed or thermo-faxed with permission.
MECHANICS
Game Opening System
Let Us In begins when the Each pre-generated hero comes
heroes’ autogolem rumbles to a with limited-use actions. In all
stop in the driveway, the gates other respects, the heroes are
closing behind them auto‐ ordinary people. The referee
matically. Nobody comes to should adapt the heroes to their
greet them at the mansion’s preferred game system—ideally
yawning front door. one that’s fast and easy to use
People Are Odd by The Other for their table.
Doors starts on the audio.
Strange beige people appear
at the gates and rattle them. In D6 Know Resolution
unison they cock their heads This pared-down method may be
and say, “Good afternoon, may enough to run the adventure.
we come in, please?”
Each player then rolls on the Heroes take turns in an order
flashback table (at right) to that makes sense to the referee.
“remember” something odd
their hero saw on the way. Every time a hero attempts
something risky, they roll a d6:
If competent • 1 failure,
Humanity Tracks 2–3 marginal, 4–6 success.
Each hero’s humanity track is If unskilled • 1–3 failure,
only visible to the referee. Their 4–5 marginal, 6 success.
starting score is underlined. Failure: The character fails.
Marginal: The hero can succeed if
The Relative • P 2 3 4 5 M they accept a complication
The Friend • P 2 3 4 5 M devised by the referee—perhaps
they try to rush past a po-hu, but
The Driver • P 2 3 4 5 M it strikes them as they pass.
The Guide • P 2 3 4 5 M Success: The hero achieves their
goal without further problems.
The Assistant • P 2 3 4 5 M (p15)
When circumstances or tools
Po-hu touch • Every time a po-hu favour a character, they add a +1
grips a hero, such as with a bonus to their roll. If both envi‐
handshake or shoulder squeeze, ronment and equipment are on
they inject “uplift spores” and the their side, they add +2.
player rolls a d6. If the result
beats the hero’s humanity score,
the hero drops a point closer to Flashbacks [d8]
becoming a po-hu themselves. 1. Youths bouncing balls off a
When their life score drops to P, brick wall in perfect time.
the hero has become a contented 2. A park full of people staring
member of the po-hu hive mind. at the sun.
Monstrous • Every time a hero 3. Calm children gathering dead
murders in cold blood, tortures, birds in a pile.
consumes human (or po-hu) 4. Row of farmers gazing at the
flesh, or does another horrible heroes’ autogolem in unison.
deed, they move a point closer to 5. Empty streets, dusty vehicles.
becoming a monster. When their 6. Families file out of dark
score reaches M, they become houses as the heroes pass.
immune to the po-hu touch—the 7. Empty pens, no animals to see.
hive mind is repelled by their 8. The thermal plant is dark
inhumanity. despite the chill.

8
TIME & PLAY

Time Structure Adventure Timeline


After the flashbacks, the game (game time)
proceeds at three speeds,
depending on the action. Weeks Ago • First po-hus ascend
As the heroes explore the into their unity. Aunt Vira
mansion, turns are measured in sends her letter.
tens of minutes. A Week Ago • Po-hus spread
During fights or flights, turns through the town.
are shorter: moments or seconds. Days Ago • Aranca fails to find a
While the heroes wait, turns “cure,” then disappears.
stretch to 4–6 hour watches. Earlier • Po-hus overwhelm the
town and cut communi-
cations. Aunt Vira dies.
Now • The heroes arrive at the
OROS mansion. Game starts.
Soon • Po-hus surround the man‐
sion and ask to be let in.
Later • Po-hus begin building the
Pacing the Adventure cupola at the ospidal.
The referee uses real-time hours A Few Days • The cupola is com-
to determine in-game events. plete. The town disappears
The first hour of play fore‐ under a probability dome.
shadows problems while the he‐ A Few Weeks • The cupola and
roes explore the mansion. In the the po-hus disappear and
second hour, explicit threats join the stars. The town is
emerge and resources run out. left hollow; all the spirits
In the third hour, the heroes departed with the po-hus.
must act if they are to survive.
This pacing is optional. The
referee may adapt the adventure Regarding the Rumours
to other durations. All the rumours are red herrings.

Events (based on session real time)


D6 FIRST HOUR SECOND HOUR THIRD HOUR
1 Static on t’ holospheres. Mains power goes out. The food runs out.
2 An orange light blinks The holosphere plays The power runs out. The
on the backup snatches of song, “…no nights are dark and full
generator. There’s only one sings me lullabies, of po-hu voices.
fuel for a day or two. and no one makes me
close my eyes…”
3 Neonspheres flicker Tree boughs threaten The mansion grows cold.
erratically. to break in the wind.
4 Prognosticators warn Taps run dry, the pipes Stored water goes bad.
of a cold front. must be cut.
5 The pantry hasn’t been The po-hus clamour The po-hus won’t stop
resupplied recently. and call continuously. crying.
6 There’s no hot water A brick breaks a Nobody is coming to
in the taps. window. Shouts; “Why save the heroes.
won’t you invite us in?” Realization sinks in.

9
ANTAGONISTS
The Po-Hus THE PO-HUS GATHER [D8]
1. Crowd at the main gate.
The post-humans, the po-hus, 2. Press against the high fence.
are the polite, creepy, and 3. Perch on a zelkova by the garden.
implacable antagonists of the 4. Wait at the back gate.
adventure. They are the former 5. Stand in the ospidal grounds.
inhabitants of the Town, 6. Sit in the road.
ascended to a unified post- 7. Ring the doorbell. Over and over.
humanity. This is a new 8. Sing syrupy songs in the night.
development. Their origin is
unexplained. THE PO-HUS TRY TO CONVINCE [D8]
They function as uncanny 1. Pleading, “Let us in.”
valley vampires, spreading by 2. Breathing down the phone line.
injecting baseline humans with 3. Explaining, “It’s cold out here.”
nematocysts full of uplift spores. 4. Scratch on the windows.
These link the human with the 5. Bang on the gate, “We won’t just
higher group mind. Because of wait forever!”
6. Cut the power lines
some deep-level programming 7. Throw gravel, rocks and bricks.
(or politeness?), they cannot 8. Shout, “You’ll like it, you’ll see!”
enter a home uninvited. However,
once one is allowed in, all the UNUSUAL PO-HU TACTICS [D8]
po-hus feel free to enter. As the 1. Motionless in shrubbery & leaves.
first po-hus appear, more walk 2. Inhuman, deafening screams.
out of the trees and mist to 3. Leap and run, regardless of injury.
surround the mansion. 4. Shout directions to disorient prey.
They stay there, ignoring cold 5. Smash glass with bleeding fists.
and rain, waiting to be let in. 6. Grapple wheels with arms & legs.
7. Dance forward in eerie symmetry.
STANDARD PO-HU ATTRIBUTES [D8] 8. Swarm like a pack of dogs.
1. High-end ‘80s PC beige skin.
2. No stronger than ordinary humans.
3.
4.
5.
Comfortable in cold and rain.
Survive without food.
Self-grooming hair and skin.
PAPER
6. See quite well in the dark.
7. If not killed, swift regeneration. The Po-Hu Touch [d8]
8. Anemone-like rosettes on palms.
It takes a few minutes for the
TYPICAL PO-HU BEHAVIOUR [D8] uplift spores to expand the mind
1. Synced emotions and actions. space of a new candidate. In
2. In-group telepathy & perception. those minutes, the last flickerings
3. A federated group mind. of the old person experience:
4. Feel no sorrow, loss, or pain. 1. A spike of pain as the
5. Aware that time is short. nematocysts burst.
6. Want humans to join them. 2. Pins, needles, and fire
7. Use rosette nematocysts to as the spores spread.
spread uplift spores. 3. A flood of terror as the ego is
8. Frustrated with recalcitrants. flushed away.
SOME SAMPLE PO-HUS [D8] 4. A panic attack,
1. A doctor and her nurse. like a little death.
2. Twins with pigtails. 5. Numb hollowness, as when
3. A hayseed gardener. teeth are plucked.
4. A distinguished butlerette. 6. A contented comfort in
5. Three neat aunties. shared emptiness.
6. A couple with a pram. 7. A spacey rush; spiritual union.
7. Militiamen and their wagon. 8. Dissolving beyond existence
8. A stapling of office workers. and nonexistence.

10
RESOLUTION
In the session’s final hour, the he‐ levitant was sent to the ospidal.
roes choose between breaking for There, the two pilots were turned
freedom or waiting out the po-hu. into po-hus. After fighting to the
aeropad, the heroes can fly out of
town. Po-hus will try to clamber
Waiting It Out into the aerovator.
The heroes must solve resource
problems to wait out the po-hus. ON FOOT
To improve their odds, the heroes
Water • If the heroes dig a well, can split into two groups, sacri‐
collect rainwater, or recycle their fice someone to the po-hus, let
bodies’ waters, they will survive. the po-hus enter the mansion
Heat • If the heroes huddle in from one side, use foggy weather,
one room and use furniture, and other distractions. Some po-
books, or deadwood in a hus will pursue no matter what.
fireplace, this will suffice.
Food • There is enough food for a
week. After that, the heroes start Escape
to starve. They can boil book The po-hus stop at the hazy
covers, bugs, grass, and nuts to boundary of the Cupola dome
improve their odds. A po-hu pro‐ and judge the heroes with pity in
vides food for a week. their eyes. Passage back is im-
The ref skims through the wait. possible. Slowly, the barrier fades
Each day they ask how a hero and takes the po-hus with it.
deals with the situation. Every
few days, they roll (table, p9) to
see what happens. Après
For a while, the newsmakers print
THE PO-HUS DISAPPEAR crazy stories about mass suicide,
Weeks later, the po-hus subterranean raiders, and flesh-
disappear. The survivors feel eating rain. Nobody believes the
lessened, like part of their spirit heroes when they tell the truth.
has also departed. If Elmeno/a survives, they
inherit the mansion after two
years of legal wrangling.
Breakout Eventually, a real-estate
There are four clear options. The consortium buys the whole town
players may invent others. and turns it into an R&R facility
for soldiers on leave. After an‐
THE HEROES’ AUTOGOLEM other police action, it becomes
The sleek Matador is stylish, but picked refugee settlement area.
not powerful. Without a good
distraction, the po-hus will stop
it with their bodies, then batter Roll Credits
through the windows. Each player narrates a short
THE MANSION AUTOGOLEM scene from their hero’s life after
The rugged “J.A.S.H.E.R.” van the adventure (roll d6 minus
would toss po-hus like nine-pins, humanity score):
but its heart needs to be <-1 • A misfortune befalls them.
replaced. The nearest candidate -1 to 1 • Some good, some bad.
is by the ospidal. The Matador’s 1< • A happy end. For now.
heart is too weak. The referee can then tease a
THE AEROVATOR sequel. Whether it gets played
If the heroes summoned help, a depends on box office profits.

11
LOCATIONS 1
The Grounds DOGHOUSE
Large and comfy. Enclosed by a
So long as the fence holds, the stout fence. Big black dog inside,
po-hus treat these areas as stressed and hungry.
private and off-limits—unless • Dog: friendly, scared of po-hus
they have been invited in. and cats. Name tag: Lovie.
HIGH FENCE HERITAGE TREE
Posts, link mesh, and razor wire Ancient linden carved with
concealed by hedges. cherubim dominates rear garden.
• A falling tree or broken bough • Heavy boughs reach over the
would break it. fence: could break in a storm.
MAIN GATE AND GUARDHOUSE BACK GATE
Solid, oiled, automatic. Small Stout, sticky, loud. Padlocked.
whitewashed guardhouse, a • Intervidy: calls servants’ room.
couple of wicker chairs round a • Exit: to the Common.
table with a backgammon board.
Black was winning. GENERATOR HUT
• Portable refrigerator half-full Soundproof, mossy concrete.
of ice tea. • Metal door: combination lock.
• Padlocked locker: shotgun. • Generator: fuel for 1 day.
• Exit: to the Road.

TREF
COVERED PORTICO AND DRIVE
Lush ferns & palms. Slumbering
J.A.S.H.E.R. autogolem van.
• The van’s heart is missing.
Replace to move it again.
Surroundings
DEPOT AND SHED. All these areas are open to the
A corrugated steel roof covers po-hus. Alerting one po-hu will
water and gasoline tanks (mostly quickly bring others.
empty) and a simple brick shed.
• Shed: axe, chainsaw, coiled THE ROAD
wire, drill, hammer, lawn A lane loops around the mansion.
mower, nails, scythe, and Hedges and picket fences divide
shears. Can of lighter fluid. the small cottage lots.
• Neat stacks: tyres, bricks, • Cottages: po-hu families,
cement, tarp-covered sand. household appliances.
• Crate: hand pump, buckets, hose. • Useful piece of equipment: one
• Tub: ammonium nitrate fertilizer. in six chance per cottage. Can
be any item the heroes require
GARDEN WALL AND DOOR for a scheme: new generator,
Rustic stone wall tufted with autogolem heart, crystal ball,
moss and flowers. Stout door etc. Roll once for each item.
bolted on the garden side. • Folk traditions: fat bear dolls,
• Aesthetic. Climbable. buckwheat garden gnomes, glass
window flowers, nailed coins.
GARDEN
Slightly overgrown. Patio, triple THE COMMON
triangle furniture, barbecue pit. Unfenced field between the man‐
• Orchard: ripe plums, figs, grapes. sion grounds and the ospidal.
Unripe olives & persimmons. • Utility building: supplies for
• Flowers & herbs: rude health. lawn parties, poles, small
• Vegetable patch: devastated by generator, megaphone.
red slugs.

12
LOCATIONS 2
THE OSPIDAL WAITING ROOM
The central government built a A place for guests to while away
lovely sanatorium in glazed brick the day. Minimalist sofas, glass
and raw concrete to curry favour tables, and a drinks cabinet. Tele-
with the town. It is decorated vidy set. View of the driveway.
with golden mushrooms and • Tables: four chess variants,
green suns. three-day-old newspapers.
• Topiary hedges: decorative • Headline: Hysterical Contagion?
privacy, not protection. • Cabinet: blending wines, soda,
• Parking lot: scattered autogos. mineral water.
• Ambulance gare: two • Holosphere: no reception.
restricted-use heavy autogos.
• Reception: full of medical po-hus. RECEIVING ROOM
• Emergency wing: po-hus Pine panelling, comfortable
assembling the radioactive sofas, fireplace, coffee table. View
Cupola Engine. of the garden.
• Patient wing: eerily empty. • Coffee table: alabaster ashtray,
• Flat roof: great for a last stand. two cups, withered flower,
empty box of sleeping pills.
THE AEROPAD • Fireplace: paper ash, poker, logs.
A clear plate with a tether pole. • Display: sabre, shield, & halberd.
• Bare: no sneaking to the pad. • Humidor: cigars, butane lighter.
LIBRARY

CASTLES Larch panelling, high-backed


pleather chairs, carved
brazilwood table, fitted shelves,
custom-bound books.
Aranca’s Mansion • Shelves: letter knife, bronze
cricket trophy. Inside trophy:
The po-hus will not enter without small revolver.
an invitation, even if the large • Books: cosy mysteries, travel
windows are broken. They would guides, biology & zoology tomes.
try to pull someone out, however. • Table: dominoes set up like a
snake, book of short stories.
GROUND FLOOR Short story: Starvation Artist.
FOYER DINING HALL
Cool minimalism in polished Burnished steel dining table,
concrete. Double-story ceiling twelve high-backed tubular steel
with spider-knot chandelier. chairs, long ebony sideboard.
• Cubist sculptures: heavy, metal. • Table: one delicate china
• Shrine of hygiene: washbasin, setting, half-eaten meal, a note.
soap, disinfectant, paper towels. • Note: “I’ll be back by lunchtime
• Exit: driveway. with the milk and eggs. Don’t
worry, stay in the house, every-
CLOAKROOM thing will be alright. —A.”
Discrete entrance, functional. • Sideboard: silverware, candle‐
• Wardrobes: a fine coat and a sticks, carving knife.
rugged coat. A good place to
hide from a mob in a hurry. CONSERVATORY
• WC: creamy sandstone, water. Thick with tropical plants,
hummingbirds, and butterflies.
STAIRCASE & MEZZANINE Wicker rocking chairs.
Double-helix of glass and steel. • Chair: Novel: The Island of
• Rail: waist-high tempered glass. Doctor Moreau.

13
LOCATIONS 3
• Plants: golden mushrooms. • Equipment: scalpels, saws,
Restore one point of humanity beakers, burners, goggles,
when smoked. scales, lab coat, thick gloves.
• Exit: garden entrance. • Table: dried blood, notebook.
• Notebook: Aranca Sadvik,
KITCHEN AND PANTRY “Notes on Small Team Tele-
Stainless steel and enamel. Walk- Empathetics XII”.
in refrigerator. • Note 1: “aurora this far south …
• Cooking station: butane gas unusual. Related to recent tests?”
cylinder, cleaver, skewer, rolling • Note 2: “servants haven’t
pin, cast iron pan, knife set. shown up … Marl suspects that
• Pantry: wheel of sheep cheese, bug that’s been going around.”
pickled mushrooms, prosciutto, • Note 3: “changes at the cellular
salted anchovies, empty shelves. level … swift regeneration …
• Refrigerator: half a cow. unusual structures … incredible
resistance to heat and cold …
SERVANT QUARTERS susceptible to decapitation.”
Broken-in hand-me-down furniture. • Last note: “Vira is very worried.
Reproduction of The Scream next Should be able to break out
to the house intercom. with the J.A.S.H.E.R., but
• Cupboard: DIY tools, bottle of missing heart. Remember, Dr W
flammable schnapps. mentioned their spare.”
• Service elevator: to attic stair • Refrigerator: When opened, a
and wine cellar. beige hand with an anemone-
• Exit: Back door. like rosette on its palm falls
out. Inside: the rest of a dis-
DOWNSTAIRS sected, dismembered po-hu.
GAME ROOM FALLOUT SHELTER
Oak panelling and a lingering Heavy blast door can be bolted
haze of smoke. An ornate from inside. Two musty beds.
snooker table lords over a rugged Very old rations.
foosball table, a pinball machine, • Tins of food: even odds of
and a folded card table. gastric distress. Enough for a
• Shelves: surprisingly extensive week for one person.
board game collection. • Water: stale, metallic-tasting.
• Racks: snooker cues, golf clubs, • Medical supplies: deteriorated
paddles, whip. but usable.
WINE CELLAR UPSTAIRS
Ancient barrel-vaulting and clay The sound of dripping water from
floors. Rack upon rack of select the master bedroom.
vintages. Tasting table & chairs.
• Wines: a history of the last 80 MASTER BEDROOM
years in bottles. Tasteful shades of beige and
• Cichéti: salami, prosciutto, camel. Grand bed, panoramic
white cheese, olives, pickled view. Discrete bathroom door.
sardines, baccalà, crackers. Water on the floor.
• Service elevator: to servant • Bedside table: bronze lamp,
quarters. carved ivory aubergine.
SCIENCE LAB • Bathroom: egg-shell marble, an
inch of water, a straight razor,
Renovated, modern, fully- and a large bath full of bloody
equipped private laboratory. water and person.
Gleaming steel furniture. • Person: Aunt Vira, deceased.
Operating table.

14
LOCATIONS 4
PANIC ROOM FIVE GUEST BEDROOMS
Sound-proof, weapon-proof room Neat, tidy, modern, a tad sterile.
with a bed, canned goods, and a • Toiletries: like a boutique hotel.
closed-circuit holosphere system. • Curios: collection of pulp
• Hidden armoured door: adventure novels, decorative
activate with bronze lamp. sawed-off shotgun, colourful
Currently locked from inside. northern neckerchiefs, model
• Inside: Marl Belegard, Aranca’s temple of Saint Cleareyes, or a
assistant, hiding from po-hus. traditional talon wheel.
• En-suite bath: shower, basin,
If a hero is killed or turned into a seat, wash hose, ink kelp wreaths.
po-hu before the final escape
scene, the referee presents the ATTIC STAIR
Assistant hiding in the panic Behind a discrete door in the
room as a substitute. panelled wall.
• Steep stair: easy to fall.
✂ • Service elevator: to servant’s
The Assistant quarters.
Marl Belegard
ATTIC
Descendant of settled Step‐
This hero card may be dupligraphed with permission.

pelanders, Marl inherited a mid‐ STORAGE


dling estate and immediately Chests of old clothes, sheets, and
became a devoted big game souvenirs stacked to the rafters.
hunter. Later, after an ecological • Chests: uniforms, boots,
turn, they associated with the enamelled cuirass, helmeted
scientist Aranca as a specimen diving suit, ceremonial war club.
collector and research assistant.
TAXIDERMY WORKSHOP
Motivation • Escape the po-hus. Work tables and displays. A draft
Prove Aunt Vira committed sui‐ disturbs the dust.
cide. Get the scientist’s notes to • Worktables: hooks, cutters,
the Second City. scoops, syringes, chains,
needles, pins, glue, borax,
Action 1 • Elementary. Plant proof modelling clay, formalin,
of suicide or madness. Uses: [][][] paints, jar of glass eyes.
• Trophies: bear’s head, three
Action 2 • Chainsaw Massacre. white mice, eagle, a brace of
Use a chainsaw or similar passenger pigeons.
weapon to mow down a wave of • Living owl: on a stand by a port
po-hus. Or people. Uses: [] in the wall. Name tag: “Slayer”.
HOLOSPHERE CRYSTAL
Modern, 2-way holosphere
equipment, vacuum crystals,
wires, knobs, and antennae.
Ozone smell.
• Long-range holosphere:
requires new valves. The osp‐
idal would have them.
• Call aerovator: takes a day to
arrive. Lands at the aeropad,
where a po-hu swarm converts
THE END.

the pilots.

15
Inspiration
Alain Goraguer - “Déshominisation (I)” - La Planète Sauvage (1971)
Blur - “Song 2” - Blur (1997)
Can - “Mother Sky” - Soundtracks (1970)
Daft Punk - “Harder, Better, Faster, Stronger” - Discovery (2001)
Daliborovo Granje - “Žal” - Hainin (2020)
Denis & Denis - “Noč” - Ja sam lazljiva (1985)
The Doors - “People Are Strange” - “Strange Days” (1967)
Electric Guest - “Troubleman” - Mondo (2012)
Godspeed You! Black Emperor - “Static” - Lift Your Skinny Fists Like
Antennas to Heaven (2000)
Joy Division - “Candidate” - Unknown Pleasures (1979)
Lebanon Hanover - “I Believe You Can Survive” - Tomb For Two (2013)
Lorn - “Anvil” - Vessel (2015)
Mariya Takeuchi - “Plastic Love” - Variety (1984)
Melanie Safka - “Beautiful People” - Affectionately Melanie (1969)
Phantasmagoria - “Poziv U Raj” - single (1989)
Pink Floyd - “Echoes” - Meddle (1971)
Sleep Party People - “I’m Not Human At All” - Sleep Party People (2010)
Talking Heads - “Psycho Killer” - Talking Heads:77 (1977)
Le Tigre - “Deceptacon” - Le Tigre (1999)
Tropic of Cancer - “Stop Suffering” - Stop Suffering (2015)
Uncle Acid & The Deadbeats - “Valley of the Dolls” - Mind Control (2013)
Unseen Guest - “Let Me In” - Out There (2005)

WTF Studio
2021 Halloween
16

You might also like