The Harvest
The Harvest
™
PI1014 - The Harvest
Written by
Jason Olsan
Edited by
Alison J McKenzie
Art
Seth Rutledge
Home by Dark is copyright © 2017 by Jason Olsan. All rights are reserved.
If you’d like to create additional materials for use with Home by Dark, we’re
all for it! Contact us at hbd@protagonist.industries.
www.protagonist.industries
Protagonist
Industries
It’s the fall of 1987, a beautiful time of year in Surrey. The leaves change color,
and the air has a little nip on it. This year feels a bit colder than usual, though.
The adults seem to recall a similar chill gripping the town when they were
kids, but they don’t remember much else about back then.
The disappearances seem to have begun about the time that the annual
Harvest Fair began. The farmers bring their crops to the fair, which has all
sorts of enticements: candy, rides, sideshows, clowns, and more.
“Fall is harvest time,” he barks, “and you reap what you sow, kid.”
When creating the Story Pillars for the epic, keep the scope of the game in
mind. The Secret, Pursuer, and Danger are all going to last across multiple
years, if not decades. Each should have a long-lasting effect on the setting and
the players.
Determine Belief
In the epic, a player’s initial choice of Belief Dice is fixed. Each player will
receive 2 Hope Dice for Act I. They will all play children during the first act.
Supporting the Secret and investigating the Danger will be the focus of the
players during Act I.
During the setup of Act II, players will switch out their two Hope Dice
for two Responsibility Dice. The children from Act I have grown into the
adults of Act II. Their innocence has been replaced with the responsibilities
of adulthood. Some may have completely forgotten their role in the fantastic
danger that afflicted their childhood. The focus of Act IIs scenes will be about
confronting the Pursuer and the continuing investigation of the Danger.
There are no wild dice when determining belief during the epic.
Character Growth
Players can earn a third Belief Die in the same way as in the basic rules. This
die will not be lost when moving to Act II.
For example, a Player in Act I starts with two Hope Dice. During Act I, that
player spends Character Points to purchase a third die. They choose another
Hope Die. When Act II begins, they’ll replace their two Hope Dice with two
Responsibility Dice. This means that the Player will have two Responsibility
Dice and one Hope Die during Act II.
During the setup of Act II, briefly describe how your Player Character has
remained connected with the other Player Characters throughout the years.
This connection does not have to be limited to the Player’s Characters on your
left or right, as your Player Character already has a childhood relationship
with all the others. If the group does not wish to do this, they can choose one
of the Player Characters to have sought out everyone in adulthood.
During the setup of Act II, rotate your tented name card around and write
your character’s name and a descriptive element about your character as an
adult.
Setting
In both acts, the location of the Setting should remain the same. The season
and eras for Act I and Act II should be considered before the initial setup of
the game. This will help the Players understand the direction of the game.
Assets and Locations have a greater narrative impact in the epic than a normal
game. Assets from a character’s childhood can have a strong emotional
significance during adulthood. They become totems that represent certain
memories or events that forged who they are.
Locations also become more meaningful with age. The decay of a location
can signify the inevitability of entropy. A location that hasn’t changed can
represent the strength of memory and the eternal power of traditions.
In both cases, consider the potential impact of these choices in your future
narrative. Choose iconic, simple items as Assets such as “flashlight” or
“baseball card,” and personal spots for Locations such as “the sandy river
basin” or “my dark bedroom closet.”
The scenes in Act I are progressing towards a resolution at the end of Act I.
This is the first major confrontation with the Danger. The end of Act I will
mark the end of the Player Characters’ childhood adventures.
Act II Scenes
The scenes in Act II are of the same Player Characters from Act I as adults.
These scenes will explore the resurgence of the Danger and the threat of the
Pursuer.
To stop his control over the kids of Surrey, they need to grow in confidence
about themselves. They must learn that the only way to truly defeat pure evil
is to show that its weapons of terror do no harm.
Obstacles
• Dark Temptation – Everyone has that little voice in the back of their
head that tells them to do bad things: steal that candy bar; punch
that jerk; play hooky. Metzger listens for those temptations and
amplifies them by whispering your id’s darkest desires, until you finally
succumb to those desires or worse. That yearning to steal a candy bar
may become a need to rob a convenience store. Your desire to punch
someone may end with you stabbing them in the chest with a pair of
scissors. Your desire to play hooky may end up with you slaughtering
the entire office so that no one minds you playing hooky.
His voice is deep and gravelly, with a thick German accent. His voice is
loud and boisterous when enticing children, but oily and froglike when he
whispers the ghastly truths of what will happen to them now that they are his.
In truth, Metzger is an ancient primordial creature that lives deep within the
bowels of Surrey. It is too large to leave, which makes its lair a prison as well.
It projects itself as a physical form in the upper world to draw its prey. It can
take any form it wishes, but prefers the guise of Metzger. He was the last
person to see it before it became too large to leave its home.
Motivation
Metzger hungers. Every thirty years, it awakens to feed upon fear. Their flesh
fuel its body and their terror fuels its power. The ancient creature is ravenous
after its three decades of rest and must feed to regain his strength.
Goal
Metzger has only one goal: power. He revels in terror to control people. Terror
is exhilarating. It strengthens him. He wishes to control Surrey with its terror.
Eventually, he intends to control the world. Perhaps even beyond.
The adults of town may not mention Metzger, but they know he’s real. Those
that have survived to adulthood have spent an entire life of witnessing his
visions. They know what must happen to the children when they disappear.
This has left the adults of Surrey broken, exhausted, and unwilling to fight
back. Instead, they choose to ignore the evil around them.
Under the reign of a creature that can cast a web of nightmares across the
entire town, no one has truly ever slept. It is a hamlet of the exhausted and
subdued. It is a community of tacit madness.
Manifestation
• Mrs. Janicek likes to foster stray cats. Lately, they seem to disappear
once she brings them home.
• A small pack of miscreant kids wander around the common after school
hangouts, looking to pick on and beat up any stragglers that don’t run
at the sight of them.
• There’s a girl in your class named Stephanie Nordling. Her parents
constantly fight. A couple of days ago, Stephanie didn’t come home
after school. Yesterday, Stephanie’s mother disappeared. Today, there’s a
moving van in front of Stephanie’s house.
At a glance, the Surrey of 1987 looks a lot like almost any small New England
town. To a visitor, Surrey doesn’t look any different from any other small
town. It doesn’t have any big box stores. All the businesses have been in
town for at least a generation, most of them having been handed down from
parents. This life is the only one most of them have known. That is what
allows Metzger’s corruption to seep into everyone’s world. The sky is usually
overcast, and clouds can often be seen in the distance threatening rain. It’s
a rare day when the sun fully comes out. It’s as if the ennui of the collective
population is constantly on the verge of weeping from the heavens but rarely,
if ever, gets such catharsis.
Even 30 years later, the town looks pretty much the same. Sure, a few new
apartment buildings have gone up and a few new fast food joints can be
found on the outskirts of town, but it’s pretty much the same town as before.
There seem to be fewer children than there were three decades before. People
also seem to be out less. Instead, they peer from their windows, choosing to
ignore anything uncomfortable that they witness and retreating within their
homes. Surrey is the same, only worse.
Character Creation
This playset focuses on characters that have something missing from them.
As children, that missing something has been taken from them by living
within the domain of Metzger. They will all come from broken families:
missing children, abusive parents, victims of bullying, neglected orphans. The
ringmaster’s corruption has tainted everyone who lives in Surrey.
Example Locations
• Old Abandoned Library
• Surrey Elementary School
• Metzger’s Lair
• Rundown Playground
• Riverbank
Example Assets
• Kid’s Bicycle
• Branch of Wood
• Sling Shot
• Lucky Baseball Bat
• Favorite Paperback Novel
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The Secret questions focus on helping the players progress towards their goal.
The following are starting examples to inspire your group with their Secret
questions.
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The Pursuer
Pursuer loses by 5+: Metzger has been slain for good. His nightmares will no
longer torment the characters or the town of Surrey again.
Pursuer ties or loses by 1-4: Metzger was wounded, but he survived. He has
fled to safety and now heals in slumber. The town is out of danger for now,
but he will awaken someday. And he will probably be angry…
Pursuer won by 1-4: The characters are not successful in stopping Metzger.
His harvest succeeds. Some of the characters may succeed in surviving the
final battle, but not all of them.
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Danger loses by 5+: The characters have managed to successfully free the
town from Metzger’s curse. It will take time for years of terror to fade from
their minds, but many will survive intact.
Danger ties or loses by 1-4: Metzger’s influence has waned some. Many, once
they realize what they’ve done under his persuasion, choose the immediate
relief of suicide. Some finally breakdown from the trauma. Some will survive,
but they will never be “normal.” For all involved, their actions aren’t what
make healing impossible. It’s that they were actions they were already willing
to commit. They just needed a little push. They willingly reaped what they
had sowed.
Danger won by 1-4: Metzger’s influence grows. What was once anger has
now become rage. Fights have become attacks, and disappearances have
become gruesome tableaus of gory art. Surrey, a town that you’d be afraid to
wander through at night, is just as dangerous during the day.
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