GURPS (4th ed.)-Horror-Exit 23.pdf

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Exit 23
An adventure for use with GURPS Horror
Nathan Robertson Me Fecit Anno Domini MMVIIII
Original Material Copyright (c) 1999 Wizards of the Coast, Inc.
GURPS is a trademark of Steve Jackson Games, and its rules and art are copyrighted by Steve Jackson Games . All rights are reserved by
Steve Jackson Games. This game aid is the original creation of Nathan Robertson and is released for free distribution, and not for resale,
under the permissions granted in the Steve Jackson Games Online Policy.
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Adventure Background
Don’t read this to the players! This is a brief background of what’s
happening in this adventure. We’ll let you know how to start the game
for the players on the next page.
Dumont trailed Riley from Galvin’s estate in Montana into the rugged
mountain country of the Idaho panhandle. But Dumont isn’t alone.
With spells learned from Galvin years ago, the cultists conjured a
winter-demon and created a vicious blizzard to close the highway and
trap Riley at a lonely rest stop in the middle of the night. This allowed
Dumont to catch up with Riley.
The Hoffmann Institute is an organization devoted to investigating and
understanding all kinds of paranormal phenomena. The Institute
operates from more than a dozen major offices around the world,
dispatching professional investigators to check out reports of ghosts,
hauntings, UFOs, mysterious creatures, real magic, and the activities of
secret organizations and conspiracies.
Overview
What does all of this have to do with the players? The answer is simple:
Their heroes are caught at the rest stop along with Riley and Dumont,
and it’s up to them to stop the sadistic cultist from killing everyone and
escaping with Galvin’s sinister artifact.
Several days ago, agents working for the Institute investigated an old
estate formerly owned by a reputed cult leader and diabolist named
Michel Galvin. Galvin disappeared about ten years ago, and distant
relatives finally sold his manor in order to wash their hands of the
whole business. Hoffmann agent Jonas Riley, who’d been keeping tabs
on the old Galvin place, heard of the upcoming estate sale and visited
the site to make sure that it was free of Michel Galvin’s sinister
influence before it was sold to some unsuspecting person.
The beginning of the adventure finds the heroes stranded in a rest stop
on I-90, near Exit 23 in Idaho. They’re on the road for various reasons
of their own; for example, Officer McDermott is patrolling this stretch
of highway, while Donna Truitt is just driving back to her home in
Seattle from whatever business she was engaged in before the start of
the adventure. Most of the heroes don’t know each other; they’re just
travelers stranded by a sudden snowstorm.
Riley and his team examined the place in detail, discovering a
secret laboratory or conjuration room hidden in the manor’s attic. The
room was mostly empty, but concealed in a secret drawer Riley found
an evil artifact—a snow globe with magical powers. Neither Riley nor
anyone else on his team knew what to make of Galvin’s globe, so Riley
took it to an Institute expert in Portland, Oregon, for a thorough
examination and safekeeping.
The adventure opens when the heroes discover that someone or
something has attacked several other travelers in another part of the
building, killing one person and seriously injuring another (Jonas Riley,
although the players don’t know who he is or what he’s doing there
when their heroes find him). The adventure should proceed through
seven distinct scenes, as shown below:
Unknown to Riley, other people besides the Hoffmann Institute have
been keeping an eye on Galvin’s mansion. Galvin’s circle of acolytes,
Les Trieze Corbins (The Thirteen Crows) still exists, and they still
watch Galvin’s place. They’d searched the grounds several times for the
globe but never found the secret drawer. When Riley discovered the
globe and removed it from the mansion, Les Trieze Corbins wanted it
back. They sent Jacob Dumont, one of their number, after Riley to
retrieve the globe.
Scene 1: A Grisly Discovery. The heroes learn that they’re not alone in
the rest stop and that something waits in the storm.
Scene 2: Danny Wood. The heroes interview the only witness to the
winter-demon’s attack and learn something about what they’re up
against.
Scene 3: Who Goes There? The winter-demon lashes out at anyone
who tries to track it into the storm and drives the heroes back inside.
White River Rest Stop
While truckers and locals know it better as the Exit 23 rest stop, the
name on the lobby identifies the place as the White River Station. It’s
located between the eastbound and westbound lanes, and there is a
turnoff here for a lonely mountain road that runs about ten miles to the
closest town, White River. At the moment, none of the roads is even
close to passable due to the accumulation of snow and the lack of
visibility.
Convenience Store: A small, cluttered shop loaded with knick-knacks,
caffeine pills, road maps, and souvenirs. The store is closed and the
lobby entrance is blocked by a roll-down grate. Anne Banks, the
cashier, is waiting out the storm in the donut shop. She’ll open the store
if anyone wants to buy something.
Storerooms: These are typical stockrooms filled with the supplies
needed by the rest stop businesses. All feature large sheet-metal doors
leading outside that are currently locked.
The heroes may explore the rest stop anytime they like. In fact, since
the adventure assumes that they’ve been here for a couple of hours
before the action starts, you can pretty much tell the players anything
they want to know about what’s where—their heroes have seen the
whole place by now.
The Donut Shop: A small shop with a counter, stools by the counter,
and a couple of small booths. The shop serves coffee, donuts, breakfast
sandwiches, and other light fare. Most of the people in the rest stop
have gathered here.
Restaurant: A McDonald’s that is closed for the night. A pull-down
grate covers the counter window, but the seating area is open.
Vestibule and Phones: The main entrance. There are two phones here,
neither of which is working.
Kitchen: The kitchen for the McDonald’s. It’s crowded with stoves,
fryers, and several large refrigerators.
Lobby: A large, open room featuring an information counter (never
staffed), two wall displays with flyers for local tourist attractions, and a
big wall map of Idaho.
Fuel Office: The cashier’s stand for the gas station. Ahmed Singh, the
cashier, has shut down the pumps and the office in order to join
everyone else in the donut shop.
Women’s Room: A typical rest room.
Men’s Room: A typical rest room.
Arcade: This alcove contains six coin-operated video games.
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Scene 4: Smoke ‘em Out: The cultist, Dumont, drives everyone in the
rest stop outside so that the demon can make short work of them. He
starts a fire that the heroes must extinguish, or they’ll have to abandon
the tenuous safety of the rest stop.
The snow must be at least fifteen inches deep on the highway, and the
weather’s showing no signs of breaking.
It’s close to midnight now, but you’ve been stranded since sundown in
a small interstate rest stop, waiting for the plows to come through so
that you can get back on the road. A half-dozen motorists share your
predicament, plus four or five rest stop employees who have stayed on
to serve coffee and food for the duration of the storm.
Scene 5: Firebug. The heroes discover that Dumont lit the fire, and
they capture him.
Scene 6: Les Trieze Corbins. The heroes question Dumont to learn
more about what they’re up against and why he’s after Riley.
Each of you has places to go and things to do, but for now you’re all
stuck here. No one’s driving anywhere tonight, and no one’s coming to
get you out. Some of you have passed the time with a paperback novel
or a magazine, while others have been chatting with the other
motorists.
Scene 7: Fire and Ice. The heroes determine that the only way to
survive the storm is to destroy the demon. Arming themselves with
improvised weapons, they lure the demon into a final confrontation.
Of course, the adventure may not follow this exact path. Your players
will think of dozens of things to try that don’t have anything to do with
the script. Your job as Gamemaster is to treat each of these
improvisations fairly and sensibly, using what you know about the plot
as a guideline for whether or not the player’s idea will work.
Ask the players to introduce their heroes for the game. Have the players
state their heroes’ names, describe their general appearance, and maybe
even say something about where their heroes were going when the
snowstorm set in.
Now you know how the story should go; you’re ready to play!
Answer any questions the players have about the situation or the people
around them. Here are a couple of the most likely questions you’ll get:
Players’ Introduction
When you’re ready to start playing, read or paraphrase the text in the
box below to the players. This lets them know where their heroes are
and what they’re doing when the adventure begins.
What does this place look like? It’s an interstate rest stop. You can use
the map to explain the general layout of the place. The heroes have
been stuck here long enough to look around a little.
Who else is here? In addition to the heroes, a number of supporting
characters are at the Exit 23 rest stop. You’ll play these characters as
the Gamemaster.
You’ve never seen a snowstorm like this. October in the Idaho
mountains can be bad, but for hours now it’s been a virtual white-out.
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Scene 1: A Grisly Discovery
When the heroes investigate the screams and sounds of struggle they
heard earlier, read or paraphrase the text below:
• A balding business executive of about 50, wearing a good suit
and a conservative overcoat (Jonas Riley).
• A short, stocky lady truck driver wearing a flannel shirt and a
sheepskin vest (Norma Thomson).
The last gust of wind seems to have knocked out power to the rest stop.
There’s just enough illumination from various emergency lights to
carefully move through the darkened building. Wind screams outside,
howling past an open door or broken window clattering shrilly
somewhere out of sight.
• A long-haired college student with John Lennon glasses, an
Army jacket, and a sketchbook filled with Gigeresque
drawings (John Black).
• A matronly waitress of about sixty years who runs the donut
shop (Mabel Adams).
At the rest room, a body is sprawled in the doorway. It’s the young
man in the Army jacket, and he’s quite dead. Several needle-sharp
icicles as long as swords impale the corpse, now surrounded by a
puddle of slick scarlet ice. He seems to have been stabbed through the
back as he left the rest room.
• A big, beefy truck driver in a cheap parka and a black ball cap
(Jacob Dumont).
• A teenage kid with long hair and an apron who does the
shortorder cooking in the restaurant (Danny Wood, the
witness in Scene 1).
Inside the men’s room, you find another body—the executive. Like the
guy at the door, he’s transfixed by several icicles, but while you watch,
he groans and stirs. "Help me," he gasps. "So . . . cold . . ."
• A pretty teenage girl who runs the register in the convenience
store (Anne Banks).
The dead man is John Black. He’s beyond any help the heroes can give.
The executive is Jonas Riley. He’s been badly injured, impaled through
the thigh, upper arm, and side, but by pure chance the icicles missed
killing him.
• A young man with South Asian or Indian features who runs
the gas station (Ahmed Singh).
Why can’t I just keep driving? Your players may hail from someplace
like Georgia or Florida, and they might find it hard to believe that a
snowstorm could close a major highway. If any hero tries it, he or she
gets about a mile so down the highway and drives into a ditch. It takes a
long, cold walk to get back to the rest stop, and then you can continue
with the adventure.
This is a challenge scene, with the following challenges for the heroes
to resolve: help Riley; make some deductions about what happened
from the first look at the scene; search the scene for hidden clues; and
search the surrounding areas. Ask the players what their heroes do, but
suggest some of these options if necessary.
Okay, so what do we do now? Tell your players to wait a minute while
you finish the introduction, and then they can tell you what their heroes
are doing.
Helping Riley
Riley’s game statistics don’t really matter in this adventure. He’s
sustained several points of mortal damage in the attack, which means
that he’ll be unconscious and helpless for the balance of the adventure.
It also means that he dies if he doesn’t get help. To stabilize Riley and
keep him from dying, a hero must succeed in a skill check using either
First Aid or Physician .
You’re sitting in the donut shop, nursing a cup of coffee, when the
lights flicker. "Oh, great," mutters Mabel, the counter waitress—and
then the lights go out altogether. Somewhere on the other side of the
rest stop you hear a door slam open, followed by a vicious blast of
freezing cold air that somehow finds its way over to where you sit. The
wind howls like something alive, scratching and clawing at you with
an icy grasp.
Ask the players which of their heroes tries to help Riley. Add a -1
penalty to reflect the difficulty of working on Riley’s injuries in the
dark, but ignore the penalty if the heroes provide some light for the
doctor to work with.
Without even thinking about it, you abruptly realize that something is
horribly, terribly wrong. Then you hear an awful racket from the
direction of the rest rooms—violent blows, choking cries, breaking
glass, and finally one more highpitched scream that makes your blood
run cold.
If the skill check succeeds, she succeeds in stabilizing Riley and
preventing his death for now. If the skill check fails, Riley’s condition
worsens. The hero may make one more skill check at a -2 penalty to
stabilize the agent, and if this fails, Riley dies. (It’s not critical to the
adventure for Riley to survive.)
The wind howls again, more doors slam . . . and then the room
becomes still again, except for the distant whistling of the storm
outside.
Depending on which heroes the players chose to play, there may not be
any heroes present who know first aid or medicine. Remember, you can
allow a hero to make an untrained skill check to help Riley (IQ-4 for
First Aid , IQ-7 for Physician ). The hero will probably fail, since this is
a very difficult roll, but at least he can try.
"What in heaven was that?" Mabel says in the darkness.
What do you do?
Checking Out the Scene
If any player tells you that her hero is just looking around or trying to
figure out what happened here, ask for a Perception check or a Search
skill check for the hero. The result of this skill check indicates which of
the clues noted below the hero notices. Any hero who looks around the
scene sees that the stalls are empty, a trash can stands against one wall,
and a condom dispenser hangs on the other wall. The mirror behind the
sink has been holed and broken, and ice standing in the sink seems to
have frozen right out of the faucet.
If any player thinks to ask, tell him or her that the following characters
are not in the donut shop at the moment: the executive, the cook, and
the guy in the Army jacket. (The gas station and convenience store
cashiers shut down their stations and joined everyone in the donut
shop.) People have been coming and going all night, so it’s not unusual
that several aren’t here right now.
If your players don’t know what else to do, encourage them to
investigate the screams from the rest rooms. Proceed to Scene 1.
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Scene 2: Danny Wood
Danny Wood was playing games in the arcade when the winterdemon
attacked John Black and Jonas Riley in the room right next door. When
the heroes check out the hallway outside the rest room, read the text
below to the players:
With a sucessful skill check, the hero notices that a fine layer of frost
covers the entire room. This was not present the last time one of the
heroes visited the facility; the rest room is much, much colder than it
should be. (Most heroes notice this.) The hero may also note that no
icicles large enough to kill someone have formed anywhere on the
building, and certainly not in the rest room.
With a critical success, she realizes that Riley’s attacker most likely hit
him from the front, probably as he stood near the sink, judging by the
blood splatters on the wall. The hero also notices that Riley’s coat
hangs on a hook on the wall, but no other personal belongings from
either victim are in sight.
The corridor just outside the rest room is dark and cold. At the end of
the hallway, a door leading outside swings in the vicious, gusting
wind, banging loudly against the wall. Fingers of swirling snow
already dust the floor near the open door.
To your right, the building’s arcade is a dark cavern, with the normal
chatter of video action silenced by the loss of power. Suddenly, there’s
a small rustling from somewhere inside, like something moving around
in there.
Hidden Clues
Heroes who search the scene in detail for anything of interest may
attempt a Search skill check.
What do you do?
A success allows a hero to find Riley’s valise stashed in the trash can
underneath a layer of paper debris. It contains some papers (summed up
in the sidebar below) and the snow globe. If the player indicates that his
hero is specifically checking the trash can, he automatically finds this.
(Riley stashed it here when the demon burst in, suspecting that he—or,
more specifically, the globe—was the target.)
Play this up as a situation that may be dangerous—as far as the heroes
know, the murderer could be hiding in here. Of course, it’s only Danny
Wood, hiding in the back of the room. But the heroes must go into the
dark arcade (or at least call out) without knowing exactly what’s in
here. A good horror game involves an occasional tension-building scene
that doesn’t actually endanger anybody.
A critical success allows the hero to find a footprint in the puddle of
blood surrounding John Black’s body. It seems to be the print of a large
wolf or maybe a small bear.
When the heroes identify themselves, challenge the occupant of the
room, or just go in and look around, continue with the text below:
Searching the Area
When the winter-demon attacked Riley and Black, Danny Wood was
playing video games in the arcade next door. He got a good look at the
creature, which scared him out of his wits. He’s currently hiding behind
an Asteroids game at the back of the arcade.
Slowly and carefully, someone dressed in a fast-food uniform and
apron stands up from behind a video game. It’s the kid from the
McDonald’s, and he’s obviously scared out his wits. "Please tell me it’s
gone," he says in a weak voice. "I don’t know what it was, but I was
sure it was gonna kill me."
To find Danny, the heroes need to look around the corridor, lobby, and
arcade—in other words, they need to look around outside the rest room
as well as inside it. If a player tells you that his hero is examining the
hallway, skip ahead to Scene 2.
He looks around, panic growing in his eyes, and then starts for the
door. "Man, I gotta get out of here!"
This is an encounter scene. Danny Wood is the only conscious witness
to the killing, but he flees outside to his car and tries to drive away if
the heroes don’t calm him down and find out what happened.
If the players don’t think to look around the area, you can cheat a little
bit by telling the players that the heroes hear a clunk or scraping sound
in the arcade.
Keeping Him Here
The first step is to prevent Danny from running off. Ask the players if
the heroes let him leave. The heroes can restrain him physically (a hand
on the shoulder is enough to stop him), or they can try to calm him
down.
The Snow Globe and Riley’s Notes
Jonas Riley’s briefcase is stashed in the trash can in the men’s room. If
the heroes find the briefcase and examine its contents, they’ll find the
snow globe and Riley’s notes about the device and how he found it.
Calm Him Down: A successful Influence roll or Fast-Talk skill check
calms Danny.
The snow globe is a simple glass sphere about 10 centimeters (4 inches)
in diameter. At the moment, it contains a small representation of the rest
stop where the heroes are sheltering against the storm, and the tiny
flakes flurry downward without ever settling—you don’t have to shake
the globe to make the snow fall.
Threaten Him: A successful Influence roll or Intimidation skill check
scares Danny enough to keep him here. Add a +2 bonus if an obvious
authority figure (Officer McDermott or anybody flashing a gun) makes
the attempt.
The globe is remarkably resistant to breakage and won’t crack if
dropped, thrown against a wall, or struck a good hard blow. (There is a
way to destroy the globe, though the heroes shouldn’t discover it at this
point. See Scene 7.)
Get Him Talking: A successful Influence roll or Public Speaking skill
check gets Danny talking about what he saw and distracts him.
“It’s Out There”: If any hero points out that the killer is outside now,
Danny abandons the notion of going for his car. No skill check is
necessary.
Riley’s notes about the snow globe take about half an hour to read. If
any hero takes the time to study them, take that player aside and sum up
the information that appears in the “Adventure Background” heading.
Omit any mention of Jacob Dumont, since Riley doesn’t know that
Dumont followed him.
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