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Old Hate

A WitchCraft Scenario
By Eric Nail ([email protected])

Chronicler's Introduction support herself and her child but couldn't find
This scenario is intended to introduce new employment because of her gender and lack of
characters to the world of C. J. Carella's job skills. They were forced to live with a
WitchCraft, published by Eden Studios. Since succession of distant relatives for most of his
this scenario is intended as an introduction to the childhood, and his mother became increasingly
supernatural, Bast, Spirits, Vampires, and abusive as the years passed. She had never
characters already well versed in the mystical really forgiven her husband for “abandoning”
arts are inappropriate. Ideally, the characters her, and blamed him for all the subsequent
should be humans who possess little real problems in her life. Viewing Edward as an
knowledge of the occult. Over the course of the extension of his father, she took out her feelings
adventure, the characters will discover they of anger and frustratio n on the young boy. The
possess supernatural abilities and use them to atrocities she committed were numerous and
destroy a lingering evil. better left to the imagination. Needless to say,
Edward was a terrified young boy who grew to
The Chronicler may enhance this theme of self- become a very bitter young man.
discovery by keeping the characters' supernatural
abilities secret, from both players and cha racters, Edward joined the United States Army on his
until cinematically appropriate moments. Most eighteenth birthday and never looked back. The
clues in this adventure take the form of visions, military was his first real home, and he
so at least one character should have supernatural flourished within the structured environment it
perceptions. The Mindtime or Death Speech provided. His mother died during his tour of
abilities would be ideal, but almost any character duty, but he did not attend her funeral. She was
could experience waking visions or recurring, a painful reminder of a life he desperately sought
prophetic dreams. to escape. His army days were a brief oasis of
happiness in the desert of Edward's otherwise
Five sample beginning characters have been tormented existence. He mustered out in 1936 at
provided at the end of this material. They show age twenty- four and moved to Promise,
Attributes, Qualities and Drawbacks, and Skills. Mississippi to start a new life. He bought a
They have no Metaphysical gifts as the scenario small, dilapidated house on the edge of town and
starts. These sheets may be passed out among the went to work as a mechanic at the town's only
players and each should read his or her own garage. The problems did not start until almost a
background. Metaphysical powers, tailored for year later, when a local woman, Diane Wise,
each sample character, are discussed on page 10. openly and cruelly scorned Edward in favor of
Chronicler’s may dole out these powers over another man. Diane's rejection, combined with
time, as events in the adventure unfold. ample alcohol and memories of a horrific past,
proved to be too much for the man. His sanity
History cracked, and he came to believe all women were
Edward Sims' life would have gone very inherently evil.
differently if his father had not been one of the
thousands killed breaking through German Edward's insane delusions grew to become full-
defenses in Meuse on November 1, 1918. blown paranoia over the next few weeks, and his
Unfortunately, Fate is not always kind. After the boss fired him because of his increasingly
death of her husband, Edward's mother tried to antisocial behavior. Instead of confronting his
problems, he blamed the loss of his job on a
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female conspiracy and wasted the last of his coincidence that Tracy Miller, a recent high
money on a drinking binge. Drunk and filled school graduate, literally stumbled across Sims'
with a terrible rage, he crept up to Diane's house cursed knife while wandering through the woods
long after midnight and slipped in through the last week.
unlocked back door. He stealthily entered
Diane's bedroom and slit her throat with a cheap, Overview
black-handled skinning knife. He also murdered Tracy's discovery of Sims' murder weapon
four of her friends before the night was through: would not have been important, save that she
Ruth Estey, Sarah Hancock, Elisabeth Jacobs, dabbled in witchcraft and adopted the tainted
and Cathy Smith. Jonathan Smith, Cathy's knife as her Athame. Part of the ritual for
father, caught Edward in the act, but grossly consecrating Athame involved dipping the blade
underestimated the enraged madman's strength. in a mixture of pure water, herbs, and several
Edward viciously slashed Jonathan’s belly open, drops of the witch's own blood. This was a very
and he fell to the ground. He never got back up. bad thing. The young woman's blood
empowered a mystical bridge through which
When the murders were discovered the next Edward Sims' angry spirit returned from the
morning, it did not take the victim’s relatives Otherworlds. Edward, little more than an
long to puzzle out who had committed them. animate skeleton covered with sticky mud and
Jake Estey, Ruth's father, and Randall Jacobs, bits of flesh, crawled out of his grave and
Elisabeth's older brother, called an impromptu instinctively hunted for his connection to this
meeting that lasted most of the morning. A world—the knife. Meanwhile, Tracy and the
posse, hungry for blood and justice, formed up to other members of her impromptu coven, Danielle
hunt down Edward Sims. They found him at his and Melissa, performed a few minor rituals to
shack and, when he openly admitted to having bring love and good fortune. The girls had just
committed the brutal murders, they beat him. finished and were relaxing in the living room
When he was nearly unconscious, they ran a when Edward crept in through the back door.
length of rope over the branch of a nearby oak Moving with speed he never possessed in life, he
tree and lynched him. They buried Edward grabbed the knife off the coffee table and
Sims' battered body in an unmarked, shallow stabbed Melissa before she had even risen up off
grave in the nearby woods. They covered the the couch. Danielle and Tracy followed quickly,
grave with heavy rocks to prevent animals from although Danielle managed to strike Edward in
digging up the body, and lodged the blade of his the neck with a fireplace poker before she died.
knife between the stones to serve as a marker. She could not have known that she was up
Grim justice had been served. against one of the Relentless Dead (CJ Carella’s
WitchCraft 2nd ed., pp. 269-271), an awful
David Smith, Jonathan’s brother and local nightmare given a strange form of unlife.
sheriff, was disinclined to bring charges against
those involved. Lynchings were not unheard of Gripped by an instinctual imperative, Edward
in the southern states, especially in Georgia, retreated back into the woods to regenerate. He
Alabama, Louisiana, and Mississippi. Only a was disoriented from his violent death and long
handful of years before, men had been lynched stay in the Beyond, and was still little more than
for crimes as minor as quarreling, swindling, and an animate corpse. He does not consciously
vagrancy. It was doubtful any higher authority realize he’s using the Essence of the three
would investigate the death of a cold-blooded innocent girls to rebuild his body. This is where
murderer. the Cast Member’s enter the picture.

Edward Sims' grave and the events of that night Player Involvement
were forgotten over the next several decades. No All the Cast Members should arrive in the
one in Promise is old enough to remember what isolated farming community of Promise,
happened. It is almost certainly not a
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Mississippi before sundown. Most of the between the kitchen and the end of the bar. The
characters should be lead there by symbolic second story is completely open and not
dreams or visions suggesting that the small town available without prior arrangement; it is usually
is somehow important. The visions should be rented for private parties and other small social
vague and tailored to each character. Optionally, functions.
the Chronicler may have all the Cast experience
the same dreams to help foster teamwork and LampPost Inn (Location #3)—A large U-
cooperation. Strongly moral or religious shaped motel, with the main office near the
characters should receive portents hinting that center of the “U.” Several wrought- iron carriage
they must travel to Promise to thwart a growing lamps with natural gas flames light the Inn's
evil. Other Cast Members may arrive in the sign, driveway, and parking area inside the lot—
town through what seems to be coincidence. hence the Inn's name. Room prices here are very
They may have had car problems or simply inexpensive, largely because the rooms have few
thought Promise looked like a good place to stop amenities: no televisions, blow dryers,
for the night. Finally, some may be the friends, refrigerators, microwaves, or coffee makers. The
acquaintances, or loved ones of the LampPost Inn does, however, have a communal
supernaturally motivated characters. Since recreation room and kitchen behind the main
there's only one restaurant (the QuarterHorse Bar office that all guests are free to use. Other than
& Family Restaurant, Location #4) and one the distinct lack of modern amenities, the rooms
motel (the LampPost Inn, Location #3), the are surprisingly clean and comfortable; there is
Chronicler should have little problem even plenty of large, fluffy towels and hot water
introducing the Cast to one another. The Flex to go around.
gas station (Location #2), to which any Cast
Member’s nonfunctional car will be towed, is Don's Supermarket (Location #12)—An old-
right across the street from the LampPost Inn and fashioned general store that sells a little bit of
a brief walk from the QuarterHorse. everything, including farming supplies and a
small assortment of hunting rifles and shotguns
Promise, Mississippi in the sporting goods section. The store feels
Promise has a permanent population of 179 and distinctly old, with the occasional flickering
all of its public facilities are neat the main road fluorescent bulb and chipped green floor tile, but
leading into and out of town. Most of the at least the stock is very well organized and the
townspeople live in the neat, painfully middle- prices are inexpensive.
class neighborhood that runs parallel to the main
road. Public locations the Cast are likely to visit: Sheriff’s Office (Location #9)—A small, tan
cinderblock building with a tin roof. The central
Flex Gas'N'Go (Location #2)—A typical, room, which contains the sheriff’s cluttered desk
slightly rundown gas station with gasoline, and a handful of mismatched chairs clustered
snacks, and an attached repair garage. around a battered portable television, has fake
mahogany wall panels and short industrial
QuarterHorse Bar & Family Restaurant carpet. Two cells line the left- hand side of the
(Location #4)—A large structure made from building and a heavy reinforced security door is
brick and heavy timber, with a broad covered set into the back wall. This door, which is
porch and several neon beer signs in the usually locked, leads to the evidence and
windows. The floors are raw timber planks, weapons storage lockers. There is a good
turned dark gray with age, and the large circular assortment of firearms, including handguns, and
beams are exposed a couple feet above head ammo in the weapons storage locker. There are
height. The first floor is mostly open, with a also cans of mace, a couple of tranquilizer rifles,
long bar along one side. The second story is a powerful taser, and a good collection of
reached from a set of broad, shallow stairs equipment useful in emergencies.

3
Doctor's Office (Location #15)—Characters a dream, or just feels inexplicably drawn to that
would probably mistake Doctor Jefferson's office person. A powerful thunderstorm rolls into town
for a private residence, if not for the wooden sign while the characters fraternize.
out front. The reception area has a small desk
for a nurse to sit at, about a dozen comfortable Scene II
chairs, a large color television, and an assortment Eventually, the Cast Members have to brave the
of magazines. The rest of the building contains howling wind and pouring rain to return to their
the doctor's private office and two examination rooms. Characters who listen to the radio or
rooms. With a little searching, characters with watch television in the motel's common room
knowledge of medicine can find most common learn that this massive storm is coming down
medical supplies here. from the plains, and is not expected to leave the
region for another two or three days.
Elementary School and Library (Locations #5 Meteorologists predict widespread flash flooding
& #6)—This group of whitewashed buildings and service interruptions if the storm does not
lies on the west side of town. The school has a abate within the next few hours. When the Cast
football field with aluminum bleachers, a soccer sleep one or all of them should experience an
field, a small playground for the younger incredibly powerful dream.
children, and classrooms geared for teaching
kindergarteners through sixth graders. The You creep silently toward the back of the house,
classrooms are small but lovingly maintained. certain that what you seek is within. You catch
The building nearest the road is the town library, glimpses of motion, people moving, through the
which doubles as the school library and the large bay window, as you approach. You use the
town's hall of records. General information edge of the small concrete patio to clean the
concerning births, deaths, and ownership of land thick, dark mud off your rotting feet before
can be researched here. A small room in the nearing the back door. You hear strains of
back of the library, barely more than a closet, Celtic music come from inside as your
holds an exhibit on local history, including weathered, calloused hand touches the
several old maps, journals, and antique doorknob. You will have the pleasure of
household items. removing more evil from the face of the Earth
before the night is through. An incredible,
Scene I unspeakable joy washes through you. You yank
The Cast Members arrive in Promise and realize the heavy hardwood door open, sending slivers
they have to spend the night there. Characters of wood flying away from where the lock had
with car problems are told that they will have to been set into the frame, and walk boldly into the
wait until morning before their vehicle can be house. The three women, all dressed in simple
fixed. There may be other people already tan shifts, are engaged in animated conversation
waiting for repairs, or they may have to wait for around the coffee table. They don't even notice
a part to be shipped in from the next town over. you until you walk into the living room. You
The Chronicler sho uld urge the Cast to stay in instinctively know what you need is mixed in with
Promise without being too blatant or heavy- the strange occult items on the coffee table—
handed. Encourage the Cast Members to baggies full of powders and herbs, candles,
socialize and get to know one another; if they knives, a gold cup, a handful of books, and a
seem reluctant to do so, remind them they are the large brazier. Your dark eyes scan the table for
only strangers in town and that there is nowhere only an instant before falling on the familiar
else to go for food or entertainment. For better black handle of your skinning knife. The girls
or worse, they are stuck with one another. This see you now, but there's nothing they can do to
would also be an excellent opportunity for the stop you. You walk quickly, carelessly, over the
Chronicler to slip in a vision. Perhaps a geometric patterns chalked on the floor and pick
character recognizes another Cast Member from up your knife. Like a living thing, it radiates

4
intense pleasure as you pick it up. You stab one Edward Sims is subconsciously siphoning
of the girls, a pretty brunette with blue eyes, Essence from the townspeople to regenerate his
before she can lever herself up off of the body in the physical world. They will not
overstuffed sofa. She lets out a muffled scream awaken until Edward is laid to rest. The Cast are
and falls back, a dark crimson stain spreading also being drained, but their increased Essence
quickly across the front of her dress. She pools allow them to remain conscious and
twitches, and you know she will not be long for functional. Their headaches were the result of
this world. Now, just two more to go ... the initial supernatural attack. If the characters
try to leave Promise, they discover all the roads
Scene III are flooded and the single modern bridge has
The storm relents around 5am, but the stars are been washed away during the storm.
still blotted out by menacing gray clouds. The Fortunately, the founders of Promise were wise
Cast Members wake the next morning with enough to build their city on elevated ground.
miserable, pounding headaches. The pain fades The floodwaters are frigid, waist-deep, and move
quickly and is completely gone by the time they swiftly enough to make travel through them
have finished their morning routines. When they impossible over any distance. Cast Members
leave their rooms, casually mention how eerily who trip on unseen debris while wading through
quiet the town has become after the storm. If the filthy water should quickly become
they go to the LampPost Inn's office in search of discouraged from traveling on foot, and the
breakfast, they find the motel clerk asleep behind waterline is high enough to flood the engine of
the desk. Nothing they can do wakes her and any vehicle. Heavy rains could resume at any
basic medical tests reveal that she is in a deep time, making the floodwaters particularly
sleep, almost a coma. Her pulse is thready and treacherous. Even if the Cast find a way to
her breathing is shallow but regular. Breakfast leave, remind them that they will be abandoning
is, of course, not ready. The television and the the townspeople.
radio seem to work, but they do not pick up any
stations. Disturbing whispers and muttering can Scene IV
be heard faintly through the static. Perceptive Sooner or later, the CM's are going to search for
Cast Members might remember that the the house from the dream. The neighborhood is
QuarterHorse Bar & Family Restaurant has a small, so this is not difficult. It is a large, three-
sign advertising that it opens for breakfast at 6am bedroom house with an attached garage and two
but it, too, is still closed. If the players decide to cars in the driveway (Location #20). The car
visit the Sheriff’s Office, they find the Sheriff, closest to the house, a fairly new Honda Acura,
Scott Lipsey, asleep behind his desk. He has a small pewter pentagram hanging by a black
displays the same symptoms as the receptionist cord from the rearview mirror. The car closest to
at the LampPost Inn. In fact, the Cast quickly the street, a new VW Bug, has a bumper sticker
discover that everyone else in town is asleep! reading, "Blessed Be!" These items stand out in
Fortunately, almost all of them were safely in a town that is predominantly Christian. The
bed when this supernatural malady struck. If the front door is securely locked, but the back door
Cast Members try to phone any location outside has already been forced open. Celtic music can
of Promise, the phone rings but is never be heard playing inside from the front porch.
answered. The phones function normally within Especially perceptive characters, or those with
the town, but only Edward and the Cast are tracking skills, notice deep footprints leading
awake to answer them. This scene may be from the nearby forest to the patio. The back and
extended by having the Cast Members wake up inside of the house are disturbingly familiar to
at different times and spend an hour or two the Cast Members who experienced the dream
wandering through the desolate town alone listed above. The pungent scent of partially
before realizing anyone else is still awake. dried blood hangs thick inside the house. The

5
music ema nates from a small stereo system; a notebook, reveals that these were the rituals
Celtic Twilight CD is playing on repeat mode. performed the night they died. These women did
not intend any harm, and certainly did not
If the Cast Members are brave enough to venture deserve to die.
into the living room, they find the bodies of three
dead women. They wear only tan shifts made of Searching the house, especially Tracy's bedroom,
natural, unbleached cotton and a single piece of proves fruitful. They find several more books
copper or silver jewelry each. All were describing New Age beliefs and her diary.
obviously killed by a large slashing/stabbing Reading through recent entries in her diary takes
weapon. The character(s) who experienced the at least an hour and reveals much useful
dream listed above recognize the living room and information. Tracy had recently graduated from
the bodies; feel free to require a Fear check (CJ high school and planned to attend Mississippi
Carella’s WitchCraft 2nd ed., p. 131). Melissa, State next fall. Her parents, both devout
the brunette who figured most prominently in the Baptists, did not understand her beliefs but were
dream, sprawls brokenly across the bloodstained at least willing to be tolerant of them. The most
couch. Danielle, the sandy blonde, lies on the important entry, however, is dated a little over a
hardwood floor surrounded by a tacky pool of week ago. It describes how she literally
her own blood. A wrought iron poker from the stumbled across a black-handled knife while
fireplace lies near her right hand, suggesting she wandering through the woods behind her house.
fought back. Tracy, who had long black hair, The blade had obviously been outside for a long
dragged herself halfway into the kitchen before time, but the handle had not cracked, and the
collapsing from blood loss. Characters who steel blade was still sharp and devoid of rust.
thoroughly search the room or go looking for the She was studying the dark red berries of a large
women's purses learn that the brunette is Melissa bush with spiked leaves when she tripped over
Grey (19 years old), the blonde is Danielle Hicks the knife's black handle. She took this fortuitous
(17 years old), and the raven- haired woman is discovery as a sign, and decided to adopt the
Tracy Miller (18 years old). Tracy's driver's blade as her Athame. This is the same knife the
license lists this house as her address, while Cast Member(s) saw in the dream. The last entry
Melissa and Danielle live a few streets over. was penned two days ago. Tracy’s parents are
visiting her grandmother in Virginia for two
The living room furniture has been pushed to the weeks, while the elderly woman recovers from
edges of the room and a chalk pentagram, now hip replacement surgery. Tracy naturally decided
heavily smudged, dominates the center of the to invite her friends over while they are away.
room. Magical paraphernalia clutters the coffee
table. There are a handful of books, a spiral Scene V
bound notebook, a white-handled knife, a The characters can easily find several trails
thurible (brazier), a gold gilt chalice, several leading deep into the woods around Tracy's
baggies full of herbs and powders, and many house. It could, however, take several hours of
partially burned candles. The notebook, white- searching for the Cast Members to find the large
handled knife, thurible, chalice, and candles are holly- like bush described in Tracy's diary. This
marked with symbols similar to the ones inside time can be vastly reduced if one of the CM's has
the pentagram. Knowledgeable characters might the ability to track Edward Sims' footprints back
recognize these symbols as being similar to to his grave (Location #21). When they arrive at
Greek, or the markings used by ancient the site Tracy described, they find half of the
alchemists. The books, which could be dark bush has been ripped away to reveal an
purchased at any store with a sizable New Age oblong heap of large stones. The earth around
section, detail Wiccan theology and practices. the caern has been disturbed, and many of the
Pages describing minor rituals for finding love stones have obviously been moved. If the
and bringing good fortune are dog-eared. Study characters do not think to dig up the caern on
of these pages, or the notes in the spiral-bound
6
their own, the Chronicler should have one of dark safety of the forest. You'd give anything to
them experience a premonition indicating that an escape into the woodland shadows, but know
important part of the solution to this supernatural with gut-wrenching certainty that you can't.
horror lies beneath the heavy stones. If the They won't let you. As if summoned by magic, a
Chronicler wishes to add an element of combat pair of dusty, battered work boots appears in
to the game, this would be an excellent your field of vision. "What ya done ain't right,
opportunity for a partially healed Edward Sims, Edward Sims. An' now yer gonna pay fer it, ya
or dark spirits under his subconscious control, to filthy bastard. Ah hope ya rot in Hell." One of
appear. A small horde of Wildlings (CJ the work boots slams into your stomach, sending
Carella’s WitchCraft 2nd ed., pp. 264-265), jolts of jagged pain through your abdomen.
taking the form of decaying and mud-spattered Then he kicks you in the head. You feel several
woodland animals, would be ideal. These of your front teeth cave in, and the world goes
horrifying beasts can haunt and torment the Cast dark.
throughout the rest of the adventure, as
necessary. This would be a good time for Scene VI (Optional)
characters to manifest supernatural combat Now armed with a name, the Cast Members may
abilities; the use of raw Soulfire would be wish to take a trip to the town library. Carefully
especially cinematic. sifting through stacks of old newspapers
eventually reveal what transpired on November
Excavating the burial caern is backbreaking 17, 1953. The yellowed Promise Picayune,
work, made even more difficult by the recent turned brittle by age, describes how a local man,
rains. Since the Cast Members probably did not Edward Sims, slaughtered five young women in
think to bring shovels, it is likely that they will cold blood in a single night. Appointed sheriff’s
have to break into Don's Supermarket (Location deputies killed him when he resisted arrest the
#12) or someone's tool shed to acquire some. next day. His victims were: Diane Wise (20
This is fine, but the Chronicler should be careful years old), Ruth Estey (19 years old), Sarah
to keep track of time. It is late fall, and there are Hancock (17 years old), Elisabeth Jacobs (21
only a few hours of useful sunlight a day. If the years old), and Cathy Smith (16 years old). The
Chronicler wishes to extend the scenario, he can obituaries for all six women can be found in the
make them hole up in the LampPost Inn or the same newspaper.
QuarterHorse Bar & Family Restaurant for the
night. This would be another good opportunity Searching through the dusty books in the history
to have Edward Sims, Wildlings, or other nasty room at the back of the library will yield another
creatures make an appearance. When the interesting clue—William Hancock's journals.
characters have dug down about three feet, He is listed as one of half a dozen deputies in the
which is made a little easier by the fact that Picayune article. Three thick cloth-bound books
Edward broke up the soil thoroughly when he describe William's life in Promise, Mississippi
climbed out, they find a human skeleton. Inside from the spring of 1923 until 1972. The entry
the ribcage, glowing with a faint violet light, is detailing the events the Cast Members are most
the black-handled knife. When one of the likely to be interested in may be found on page
characters disturbs the knife, even if they do not 12.
touch it, a vision washes over them.
Scene VII (Conclusion)
You lay crumpled on the ground, with the Once the Cast Members have Sims' knife, they
coppery taste of blood thick in your mouth. Your need to move fast. Sims knows the knife is
head aches, you can't see out of your left eye critical to his existence and has finished the
anymore, and your chest burns with fiery agony slow, painful task of regenerating his body. This
every time you breathe. All you can see is a field is a good opportunity for Sims or another wave
of emerald green grass and, beyond that, the of Wildlings, more ferocious and repugnant than

7
the last, to harry the Cast Members while they Wildlings have been hounding the Cast, they
figure out how to break the dark enchantment refuse to cross into the cemetery. They stop at
over Promise. the fence and stare at the characters with blank,
dead eyes. The characters hear the gate squeal
Edward Sims and his cursed blade are plaintively just as they reach Diane Wise's
supernaturally resilient, but they are not tombstone. Sims stands there, head bowed, and
impossible to destroy. Heavy firepower rasps in his gravelly voice, "You've got
augmented with magic, Necromancy, or Miracles somethin' of mine. Ah want it back." He is
might destroy the Restless Dead. Sims is also completely regenerated at this point, and radiates
vulnerable to lynching, since it ended his first menace. He starts walking determinedly toward
life, and blows from his own knife. Dark, poetic the Cast Members, but falters when he begins to
justice would be served if a female CM slew glow a faint violet. This purple aura hisses and
Sims with the same knife he used to kill other sparks violently when it comes into contact with
women. The knife, a potent magical artifact, is the powder blue tendrils of fog. The Chronicler
difficult—but not impossible—to break. Any has two options at this point. He can rule that
sufficiently powerful or clever supernatural this enchanted fog, generated by the restless
attack on the blade should succeed. spirits of Sims' victims, makes the Restless Dead
vulnerable to the Casts’ attacks. He can also rule
Alternately, the Chronicler can give a Cast that Sims must be slain with his own blade, or
Member one last vision to push them toward a that the blade must shattered against Diane's
final confrontation with Sims. While the Cast tombstone.
battle Sims and/or his Wildlings, have one of the
characters experience a brief, vivid vision. Conclusion
As soon as Sims or his cursed knife is destroyed,
An attractive, semi-transparent young woman the enchantment surrounding Promise shatters.
beckons for you to follow with a slender hand. Sims and his blade fade from existence, but the
She turns and walks up the stone path, long fog remains. The tendrils of mist reverse
overgrown with tall grasses and weeds. She direction to coalesce into a brightly glowing
opens a wrought iron gate, its aged hinges central mass. This mass resolves itself into nine
squealing loudly in complaint, and walks into bright, dancing nimbuses of bluish-white light.
what is obviously a cemetery. She glances back A feeling of intense gratitude washes over the
at you, smiles reassuringly, and leads you deeper characters moments before the lights swirl up
inside. She finally stops at a nondescript into the evening sky and disappear. A generous
tombstone that reads, "Diane Wise, Loving Chronicler may allow these lights to heal the
Daughter, May She Rest In Peace, April 3, 1917 worst of the Cast’s wounds before leaving.
—November 17, 1937" The woman runs a hand Because the townsfolk have had much of their
along the polished stone as she turns to face you. Essence drained, they do not wake for several
"Bring him to me," she whispers as she fades hours. This should give the Cast Members time
from existence. to put back whatever equipment they
“borrowed,” come up with a reasonable cover
The abandoned cemetery (Location #22) is no story to explain any evidence they left, or get out
more than a few minutes travel from anywhere in of town. Characters who killed helpless folk or
the small town. The ga te leading into the ransacked houses for profit eventually have a lot
cemetery is already ajar when the Cast Members of explaining to do to the mortal authorities, and
arrive, and they feel a powerful emotion, may have drawn the attention of whatever dark
expectation or waiting, hanging on the air as they force Edward Sims was attuned to. Use the
pass through. A faint bluish-white fog clings Experience Point Awards chart to assign awards
low to the ground, making it hard to read the (CJ Carella’s WitchCraft 2nd ed., p. 135)
writing on the weathered slabs. Even if Sims'

8
Edward Sims Characters – Chronicler’s Notes
Recently recalled from the Beyond, Sims begins the The easiest way to determine what supernatural abilities
scenario as little more than a disgusting animate corpse each character should have is by determining which
Hell-bent on retrieving his enchanted knife. His thoughts Covenant they would belong to. Characters who have a
turn to revenge as he regenerates in the woods; he plans to strong interest in ancient history and religion might join
kill every townsperson, especially the women, for what the Brotherhood of the Rose Cross, while those with strong
was done to him. He prefers to attack the Cast because he religious beliefs might become Sentinels. Characters from
perceives female Cast Members as the women who Covenants that require mystical knowledge or ritual to
tormented him while he was alive, and male characters as access their powers should probably possess at least one
members of the lynch mob that killed him. He may level of Old Soul. This allows them to remember whatever
address Cast Members by these dead people’s names, and magics the Chronicler deems appropriate. Characters with
refer to events from his mortal life. psychic abilities should be able to tap into their powers
without formal training, and the Divinely Inspired require
When completely regenerated, Sims is a tall (5’11”) only their faith. Descriptions of the Covenants may be
Caucasian man with short, curly brown hair and dark found at CJ Carella’s WitchCraft 2nd ed., pp. 56-66, and
brown eyes. Although he appears to be in his mid to late in Chapter Five: Associations.
twenties, his face and hands are already covered in a web
work of tiny wrinkles from long exposure to the elements.
He is dressed in a blue mechanic’s jumpsuit or faded jeans, Suggested Powers for Each Covenant
t-shirt, and mud-spattered boots
Wicce
Primary Attributes (Sample CM – Helen Fennick)
Strength: 4-8* Insight (page 218)
Dexterity: 4 Blessing (page 210)
Constitution: 3-7* Warding (page 224)
Intelligence: 2 Shielding (page 220)
Perception: 3
Willpower: 3 Brotherhood of the Rose Cross
(Sample CM – Marcus “Marc” Evans)
Secondary Attributes Spirit Mastery (page 222)
Life Points: 75-91* Soulfire (page 222)
Endurance Points: N/A Elemental Fire (page 215)
Speed: 10-14* Shielding (page 220)
Essence: 70-74*
Society of Sentinels
Qualities (Sample CM – Anthony “Tony” Clements)
Relentless Dead (15) Visions (page 246)
Increased Essence (9) Strength of Ten (page 245)
Hard to Kill - 3 levels (3) The Binding (page 244)
Prayer and Holy Symbols (pages 246 – 247)
Drawbacks
Delusion: All Women are Evil (2) Twilight Order
Obsession: Killing Women (2) (Sample CM – Theresa Collins)
Necromancy (page 237)
Power/Vulnerability Death Lordship (page 238)
Wrath 3 Death Mastery (page 238)
Common Relentless Powers Death Vessel (page 240)
Common Relentless Vulnerabilities Death Speech (page 239)
Regeneration*
Cabal of Psyche
* = Increase slowly but steadily during the scenario, (Sample CM – Lindsey Sandalin)
to reflect Sims’ regeneration. Sims should be Mindtime Strength & Art (page 234)
difficult but not impossible for the Cast Members to Mindview Strength & Art (page 235)
defeat. Mindfire Strength & Art (page 227)

9
Promise, Mississippi

1) Power & telephone junction 9) Sheriff’s office 17) Farm equipment store
2) Flex Gas‘N’Go 10) Post office 18) Furniture store
3) LampPost Inn 11) Mini-mall 19) Seed & feed store
4) QuarterHorse Bar & Family Restaurant 12) Don’s Supermarket 20) Tracy Miller’s home
5) Library 13) Hardware store 21) Grave of Edward Sims
6) Elementary school 14) Veterinary clinic 22) Graveyard
7) Baptist church 15) Doctor’s office
8) Garden store 16) Joey’s Engine Repair

10
11
November 18, 1937
Terrible justice was served today. Six local girls, none of them older than twenty-
one, were murdered in their beds last night. Elisabeth Jacobs, Diane Wise, Ruth
Estey, Sarah Hancock, and Cathy Smith are dead. Their necks were slit, like
animals’. Jonathan Smith, Cathy's father, died fighting the man. Ronald said he'd
been gutted open, and probably took a long time to die. I felt like I'd been hit in
the stomach when I heard the news. Promise is a good place where everybody
knows everybody else. Things like that don't happen here. Hell, I knew John and
the girls—my own girls went to school with most of them.

It didn't take us long to figure out who was responsible. Everybody in town knew
Edward Sims hadn't been right in the head since Diane rejected his advances, but
we never dreamed he'd do something like this. Reggie remembered the boy buying
a hunting knife last week at the store but didn't think anything about it at the time.
Hunting season's almost here, and a lot of boys are stocking up. Bad news travels
fast in a small town, and a handful of townsfolk were gathered at the Sheriff’s Office
by noon. Jake Estey, Ruth's father, and Randall Jacobs, Elisabeth's older brother,
called for brave men to do what needed be done. I'm not as young as I used to be,
but I volunteered. I played cards with Jonathan, and I used to tell stories to little
Sarah when she was younger.

Nine of us climbed into Jake's and Randall's trucks to go out to Sims' shack on the
edge of town. We were surprised he was there—we thought he'd be in Tennessee or
Alabama by then. Randall bellowed for him to come out, and Sims walked out onto
his front porch, bold as brass! Jake couldn't keep the shakes out of his voice when
he asked Sims if he'd killed his daughter. All Hell broke loose when Sims nodded
and said he had. Six or seven boys, all of them friends or brothers of the girls,
dragged him off the porch and beat him within an inch of his life. When they
finished, Sims was barely conscious. Randall hauled him to his feet while Sam and I
fetched a rope from the back of Jake's truck. We tossed the rope over a high tree
limb, made a noose, and hanged Sims. He gurgled and took a long time dying. I
will never forget how he twitched and swayed.

Once the deed was done, we cut the body down and dug a grave way up in the
woods. We buried him there, on unhallowed ground, and covered the grave with
heavy creek stones to keep wild animals from digging him back up. We stuck Sims'
damned knife between two of the heaviest stones, as a reminder of the terrible
things he'd done.
Helen Fennick
Concept: Employee at a New Age bookstore
You have sought enlightenment in the books you sell for years, but always known deep down that something crucial
was lacking from them. There was some fundamental truth missing. You recently started dreaming of a small rural
town isolated by an endless sea of soybean and cotton fields. Night after night, you watch in horror as a monstrous
shadow rises from the ground to stalk the citizens of this sleepy little village. You wake bathed in cold sweat with the
memory of spilled blood so strong in your mind that you can almost smell it. You instinctively know that confronting
this terror will be dangerous, but may lead to a fundamental change in your perceptions and beliefs. You may finally
come to know some of the mysteries you once sought between the pages of books, but at what price? Still, you must
investigate it.

Primary Attributes:
Strength 2 Intelligence 3
Dexterity 3 Perception 2
Constitution 2 Willpower 3

Secondary Attributes:
Life Points 26
Endurance Points 26
Speed 10
Essence 25

Qualities/Drawbacks:
The Gift
Increased Essence Pool 2
Essence Channeling 3
Contacts 5
Charisma +1 (+1 on Social Tasks)
Emotional Dependency (Clingy)
Bad Luck 2 (-2 to one action or -1 to two actions, per game session)

Skills:
Humanities (Wiccan Theology) 3
Rituals (Wiccan) 3
Unconventional Medicine (Herbs) 3
First Aid 2
Haggling 2
Science (Psychology) 3
Swimming 2
Survival (Forest) 1
Singing 2
Fine Arts (Drawing) 2
Driving (Car) 2
Anthony “Tony” Clements

Concept: Worldly Jesuit Priest


You followed in your brother’s footsteps and joined a gang at an early age. You lived fast and hard, and watched most
of your friends die. You probably wouldn’t have lived to see twenty-one if you hadn’t become involved in one of the
Jesuit outreach programs. The Jesuits gave you an honest job and helped you earn your GED. Deeply grateful for the
second chance they had given you, and eager to give something back to the community, you joined the Society of
Jesus. After your training was complete, you returned to New Orleans and volunteered for a program much like the
one that had helped you. A few days ago, you were summoned to a higher calling and given a vision during evening
prayers. You saw what appeared to be a burly man walking down a narrow residential street with a black-handled
knife in his right hand. You intuitively understood this was no man, however, but a creature of manifest evil. This
vision repeated the next evening, and ended with a strong urge to travel north. When you told your superior about
these visions, he looked decidedly grim but gave you traveling money and the loan of a small car. You don’t know
what you will find, but you cannot ignore the summons you’ve been given.

Primary Attributes:
Strength 3 Intelligence 3
Dexterity 3 Perception 3
Constitution 4 Willpower 4

Secondary Attributes:
Life Points 47
Endurance Points 38
Speed 14
Essence Pool 20

Qualities/Drawbacks:
The Gift
Divine Inspiration
Nerves of Steel (+4 bonus to Fright Checks)
Situational Awareness (+2 on Perception Tests to sense trouble)
Hard to Kill 3 (+3 on Survival Tests)
Status 2
Honorable 2
Minority (Experiences prejudice in most areas of the country)
Resources (Hurting)

Skills:
Humanities (Catholic Theology) 3
Ritual (Catholic) 3
Language (Latin) 2
Streetwise 3
Notice 3
Intimidation 2
Stealth 1
Brawling 3
Guns (Handgun) 2
Hand Weapon (Knife) 1
Dodge 2
First Aid 2
Driving (Car) 3
Lindsey Sandalin

Concept: Computer Science Student


You viewed yourself only as an average, if somewhat talented, Computer Science major until a few weeks ago. Your
primary concerns were grades, money, and having a good time. That all changed when the visions started. You have
seen an unfamiliar small town, isolated and far away. You have also seen a pool of ravenous, living shadow resting in
a shallow grave on the outskirts of town. Your most recent and final vision was of this malignant entity rising up to
devour the entire town. A weatherworn green and white sign identifies the town as Promise, Mississippi. These
powerful visions are far too real to ignore, and the doctor insists there’s nothing physically wrong with you. The best
way to bring an end to these visions, you reason, is to see the town for yourself.

Primary Attributes:
Strength 2 Intelligence 3
Dexterity 2 Perception 3
Constitution 2 Willpower 3

Secondary Attributes:
Life Points 26
Endurance Points 26
Speed 8
Essence 35

Qualities/Drawbacks:
The Gift
Increased Essence Pool 4
Essence Channeling 2
Resources (Below Average)

Skills:
Computers 3
Computer Programming 3
Computer Hacking 2
Engineer (Electrical) 2
Sciences (Physics) 2
Research 2
Writing (Technical) 3
Language (French) 1
Humanities (History) 1
Sport (Basketball) 1
First Aid 2
Riding 1
Driving (Car) 2
Marcus “Marc” Evans

Concept: Ancient History Student


Through natural intelligence and hard work, you won a full scholarship to a state university. It was your only ticket
out of the dying farming town you were born in. College vastly expanded your horizons and forced you to challenge
many of your beliefs, but it also gave you a deep appreciation for where you came from. Since you’re doing well in
your classes and have an extended weekend, you’re going home for a visit. You just hope your battered pickup truck
is up to the trip. The alternator’s twitchy and it goes through a quart of oil a week, but it’s the best you and your
parents could afford.

Primary Attributes:
Strength 2 Intelligence 4
Dexterity 2 Perception 3
Constitution 2 Willpower 3

Secondary Attributes:
Life Points 26
Endurance Points 29
Speed 8
Essence Pool 42

Qualities/Drawbacks:
The Gift
Increased Essence Pool 4
Essence Channeling 4
Old Soul 1
Resources (Below Average)
Honorable 1
Covetous (Ambitious) 1

Skills:
Humanity (Ancient History) 3
Myth and Legend (Middle -Eastern) 3
Humanities (Abrahamic Theology) 3
Language (Latin) 2
Language (Arabic) 2
Computers 1
Research 2
Writing (Academic) 2
Sport (Baseball) 2
Brawling 1
Riding 1
Survival (Forest) 1
Driving (Car) 2
Theresa Collins

Concept: Runaway Teenager


You ran away from home shortly after you caught your first glimpse of the dead. Your friends ostracized you when
you told them of your experiences, and your parents treated you with infuriating delicacy. You weren’t insane, you
just saw things you’d sometimes rather not. You were determined to escape when you overheard your parents talking
about sending you to a hospital for psychiatric evaluation. Anything was better than that. You stuffed your most
treasured personal possessions and some clothes into a backpack and left that night. Life has seldom been easy since
then, but you haven’t looked back. Through a series of strange events, you’ve recently found yourself wandering the
back roads of the rural South.

Primary Attributes:
Strength 2 Intelligence 2
Dexterity 2 Perception 4
Constitution 3 Willpower 3

Secondary Attributes:
Life Points 30
Endurance Points 26
Speed 10
Essence 31

Qualities/Drawbacks:
The Gift
Increased Essence Pool 2
Essence Channeling 3
Old Soul 1
Recurring Nightmares
Resources (Miserable)

Skills:
Writing (Creative) 3
Computers 3
Language (Spanish) 3
Acting 1
Dancing (Modern) 2
Notice 3
Streetwise 2
Smooth Talking 2
Stealth 2
Brawling 1
Hand Weapon (Knife) 1
Driving (Car) 2

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