THE CAMP BLOODSHED TRILOGY Flick/Adventures/… · a full trilogy of flicks to run for your group....

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1. THE CAMP BLOODSHED TRILOGY PART TWO

Transcript of THE CAMP BLOODSHED TRILOGY Flick/Adventures/… · a full trilogy of flicks to run for your group....

Page 1: THE CAMP BLOODSHED TRILOGY Flick/Adventures/… · a full trilogy of flicks to run for your group. And the thrills continue with this one: Camp Bloodshed 2. The flick found in this

1.THE CAMP BLOODSHED TRILOGY

PART TWO

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THE CAMP BLOODSHED TRILOGYPART TWO

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Writing Editing Cynthia Celeste Miller Norbert Franz

Art Graphic Design Patrick Sullivan Cynthia Celeste Miller

PlaytestersShelly Bateman, Eric Hudson, Lindsey Babineaux, Chance Hurley, Alex Burney and all the players from Gamehole Con 2014 who truly “got” what this flick was all about.

www.spectrum-games.com2807 Grand Ave., Parsons, Kansas 67357

Copyright 2015 by Spectrum Games. All Rights Reserved. This material (art, logos, illustrations, character concepts, text and game mechanics) is protected by the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written consent of Spectrum Games, except for the purposes of reviews and for the blank sheets, which may be reproduced for personal use only. The reference to any companies or products in this book is not meant to challenge the trademarks or copyrights concerned.

TABLE OF CONTENTSWelcome Back to Camp Bloodshed 4Summary 4The Backstory 5Primary & Secondary Characters 5The Area 6Locations 7Starting the Flick 11Fixed Events 15Floating Events 19Ending the Flick 21Tertiary Characters 22Printable Maps 26

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INTRODUCTION

INTRODUCTIONWELCOME BACK TO CAMP BLOODSHEDWhile there have certainly been numerous “one off” psycho killer films over the years, many of the most memorable ones have become franchises, spawning sequel after sequel for as long as viewers keep coming back for more. Sometimes, franchises remain strong throughout their run, but most of the time, they run their course, yet the studios still continue to crank sequels out anyway. Whatever the case may be, the sequel is as representative of the genre as survivor girls and jump scares.

This supplement for the Slasher Flick roleplaying game offers the second of three flicks in a “film series”. The coming months will see the release of both sequels. When it’s all said and done, you’ll have a full trilogy of flicks to run for your group. And the thrills continue with this one: Camp Bloodshed 2.

The flick found in this supplement should be played after the first flick and before the third, as each sequel builds upon the events of the one(s) before it. Running them out of sequence will result in a lot of confusion.

With that in mind, we’ve made the assumption that you, the Director, are already familiar with the first flick. Therefore, the backstory and other such information have not been repeated herein.

These flicks are designed to be used with the Director’s Cut version of the rulebook, but the regular rulebook will work just fine in a pinch.

CAMP BLOODSHED 2SUMMARYThe year is 2010. It’s been 24 years since the massacre that occurred during the events of the first Camp Bloodshed movie. The events that transpired made quite a splash in the media in the months that followed, but have long since been relegated to mostly-fictionalized stories that local teens scare each other with around the flickering light of the campfire.

This serves as the flick’s backdrop, as a college fraternity and sorority have collectively decided to host a “hell night” for this year’s pledges… at the camp itself. They must spend the night among the camp’s now-dilapidated cabins in order to pass the final test of their worthiness.

During this time, the pledges will meet three important tertiary characters: Lucas Budd, a hard-nosed local sheriff who orders the pledges to leave; Jack Ramsey, a rough-but-charming biker who’s partying with his club further down the lake; and Lydia Budd, a twelve year old girl who’s anything but the innocent child she pretends to be.

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Then, as in all slasher films, the bodies begin piling up one by one. The killer? A faceless man in a tattered yellow raincoat. Sound familiar?

The truth is that Lydia and her father (the Sheriff Budd, as it turns out) recently found Birkalter’s supply of half-constructed killer robots and began assembling them. The time has come for the region to rediscover true terror.

THE BACKSTORYSix months ago, young Lydia Budd was playing in the woods near her father’s house when she found a well-camouflaged mechanical door in the ground. Inside the subterranean structure, she saw what could best be described as a robotics workshop. Five robots in various stages of completion were stored there, along with high-tech tools and computer consoles. After being shown this cache, her father, Sheriff Lucas Budd, easily pieced together the fact that this was Luther Birkalter’s back-up laboratory/workshop.

Being something of a child prodigy, Lydia busied herself with combining bits and pieces of the disassembled robots to create two fully-functional killers. At first, Lucas didn’t understand what she had in mind, but she explained everything to him in due time.

You see, Sheriff Budd had made some professional blunders over the last year that caused him to fall out of favor with the voting public. The people of Dade County were becoming increasingly displeased with his performance as a lawman and he is now in serious jeopardy of being ousted from his position. Lydia envisioned a scheme that would make her father look like a hero and restore the citizens’ faith in him.

The idea was relatively simple. She would make the robots functional and have them go on a killing spree. The sheriff would hit the scene once only one or two would-be victims remained alive and save the day by single-handedly destroying the killer (it would be made to look as if only one robot existed). The survivors would sing his praises to the press and his good name would be restored.

PRIMARY AND SECONDAY CHARACTERSThe players create their characters using the normal character creation system. Alternatively, you may allow them to select character templates from the Director’s Cut rulebook (also found in the “Casting Call” supplement).

The characters should be pledges to the Alpha Sigma Rho fraternity or the Delta Pi sorority. It’s important not to allow them to play the already established members of those organizations, as their whereabouts should remain a mystery to the players until a certain point. The reasons will become obvious later on.

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THE AREAThe area in which this flick takes place is actually “across the lake” from the camp from the prior flick, a fact that the pledges will learn soon enough. That’s the thing with local legends; the truth gets tangled up over the course of time. The members of the fraternity and sorority were ill-informed and thought the camp they dropped the pledges off at was the correct one.

The truth of the matter, though, is that the camp at which the original movie was filmed was demolished in 1998 and the filmmakers didn’t want to painstakingly recreate it. Thus they devised the angle that the camp used in this film was simply the wrong one.

Lake BastionLake Bastion is a body of water that covers a great deal of area. The exact amount doesn’t matter because we’re talking about cheesy films that have little regard for realism or consistency. The water tends to be very clear and has a tendency to be fog-laden at night, making it a rather eerie sight to behold once the moon illuminates the sky.

The banks of Lake Bastion are rocky in most places, though some areas are sandy.

Camp AugustCamp August is a miniscule camp situated on the southwestern shore of Lake Bastion. It is comprised of 11 buildings, which are described in the “Locations” section. The only road into or out of the camp is a dusty road going north and south.

This camp was opened up in 1989 in hopes of creating a resurgence of summer-time activity in the area, though low attendance and other problems caused it to shut down after the first summer. It was just too soon for people to let go of the tragic events of 1986. Camp August has set empty ever since.

Due to complete lack of maintenance, the buildings are in rough shape. The paint is mostly gone, many of the roofs have holes in them and the overall structural integrity has been degraded severely. This can be used as fodder for failed crucial checks during kill scenes should the action move into these buildings (“You take off running, but your foot goes right through the floor”).

BeachThe beach is a long, narrow strip of sandy shoreline that stretches for almost a mile. The shore gets rockier toward the tree line, however. This area is a haven for snakes.

Bear CreekThis creek stems directly from Lake Bastion and although it varies in width and depth, it’s typically at least 10 to 15 yards wide and 6 feet deep. It’s even wider and deeper close to the lake.

Big HillThis hill doesn’t have an official name, but it’s a hill and it’s quite big, so “Big Hill” suits our purpose well enough. Just like the surrounding area, it is heavily wooded. Its western slope is relatively gradual, but the northern and southern slopes tend to be steep. The eastern side is the most treacherous of all; it’s a craggy cliff!

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DrivewayThis gravel driveway belongs to Sheriff Lucas Budd and is slightly narrow, but nevertheless well-maintained. Deep, weed-choked ditches can be found on either side of it, which can be used as an effective hiding spot if stealth becomes a necessity.

Overgrown Driveway Unlike the sheriff’s driveway, this one is seldom used and has been mostly overtaken by the flora. The trees on both sides of the driveway have grown out of control as well; their branches reach across it, including numerous low-hanging limbs. This can make traversing the pathway challenging… especially at night.

Bikers’ Camp SiteThis section of the beach has been commandeered by members of the Killravens motorcycle club and their female guests for use as a place to party for the weekend. A huge bonfire rages on as the group embarks on merriment, alcohol consumption and copulation. At any given time, three bikers can be found there (the President, Jack, tends to wander around a bit, so he’s unlikely to be there) and an equal number of sweet-butts. The party itself goes on both outside and in the rundown fishing cabin (see page 10) and loud music can be heard echoing throughout the area.

LOCATIONSWith all the major areas covered, let’s move to specific locations (i.e., the ones numbered on the map).

1. Multi-purpose BuildingThis large, two-storied building is in better condition than the other buildings in the camp, but the competition isn’t very stiff in that department.

The building’s interior is dominated by a huge room that still has ten to twelve large lunch tables with built-in benches. The tables aren’t clean, but are structurally sound. On the north wall is a collection of cheaply made metal folding chairs. Near the chairs is a back exit that amounts to little more than a wooden screen door. The wood floor near that door is very weak due to rain coming through. On the east wall is a set of stairs that leads to the second floor and a doorway that leads to the kitchen.

The kitchen itself is surprisingly large. Equally surprising is the fact that all the appliances are still there (an old refrigerator, a cooking stove/oven and a dishwasher). A sizable walk-in freezer can be found in the northeast corner. The southeast corner is a storage room with a lot of shelves.

The second floor is mostly just one big storage room, cluttered with crates of various size. The camp administrator’s office is located upstairs as well and still contains all the trappings one would expect to find in such a room: a desk, a file cabinet, some chairs, etc. You could use the files here to give the pledges misleading clues or to let them learn that this wasn’t the camp at which the massacre of ’86 happened (newspaper clippings are fantastic for this).

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2. Staff HousingThis long, narrow building isn’t too unlike a cheap motel in that it contains five separate rooms that were intended to house the various camp employees/volunteers. The rooms are identical and are all in terrible shape, with leaky roofs, weak floors and holes in the walls. Most of the furniture remains, though the condition of it varies wildly. Still, desperate and horny pledges could probably find a bed suitable for fornication.

3. Showers/StorageThere are two sets of shower rooms (one for the boys and one for the girls), which also contain sinks, stalls and urinals, as appropriate. The other half of the building is devoted to storage, not that there’s anything of worth still there. Anything interesting had probably been swiped by thrill-seeking teens years ago.

4. and 5. Boys’ and Girls’ CabinsThese identical cabins are very small structures and haven’t held up well since being abandoned. Of all the buildings at the camp, they have fared the worst. At this point, they can barely even be considered buildings at all. Large chunks of the walls are missing, the roofs are partially caved in and the floor boards are rotten. Each cabin contains the remnants of four beds, four nightstands and a small table.

6. Beach BridgeThis wide wooden bridge may have seen better days, but it’s still as sturdy as could be. It has railing on both sides, which are still perfectly intact. A well-constructed bridge can withstand decades of weather, something that this one is a testament to.

7. Trail BridgeWhile built similarly to the one on the beach, this bridge is smaller and less solid. It’s not exactly rickety, but exercising some caution when running across it would be advisable. The hand rails, in particular, have deteriorated significantly. The area surrounding the ends of the bridge are laden with tall, thick weeds, making for some intriguing possibilities in terms of scene ideas.

8. Sheriff’s HouseThis light-blue two-storied Victorian house sticks out like a sore thumb in an area that mostly contains unkempt, ramshackle structures. Sure, it has some wear and tear on it, but it’s been kept in remarkably good shape.

The interior is pretty much exactly what one would expect from such a house. It boasts a dramatic staircase and is tastefully decorated in old-fashion décor. Nothing about it should trigger suspicion to those seeing it for the first time. It’s simply a lovingly restored old house.

9. Sheriff’s Storage BuildingWhereas the house is a beautiful old building full of charm and character, this much-newer building is strictly utilitarian. It’s made from concrete blocks and has two metal doors. The front door is a standard garage door, wide enough to get two cars through. The side door is a normal-sized door with a heavy lock. The sides of the building feature several high windows, which are caked with dust, making it nigh impossible to peer through them.

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Camp August and Environs

Camp August

Lake Bastion

Big Hill

1.2. 3.

4. 5.

6.

7.

8.

9.

10.

11.

12.

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Inside the building is assorted junk and rusted, two junked-out pick-up trucks from the 1940s. Who knows? Perhaps something useful could be found here. Getting in could be quite a difficult task, however.

10. Rundown Fishing CabinThis moderate-sized cabin is owned by Jack Ramsey’s (pages 19 and 23) elderly uncle, whose failing health prevents him from being able to come out these days. He has agreed to let Jack and his crew use the place for the weekend.

The building itself is a bit tumbledown, but is otherwise structurally sound. The interior was decorated by Jack’s uncle, who was an avid outdoorsman, so there’s no shortage of mounted animal heads, photos of him with some of his prized catches and other such paraphernalia.

11. Old Meat Packing Plant Once a prominent source of local employment, this small meat packing facility shut down in 1977. This led to a drastic reduction of the populace in the area, as one might suspect. Now it sits empty, a shadow of its former self. The brick building remains in decent condition, though the doors are locked and the windows are boarded up, making access somewhat tricky.

Inside, the majority of the old equipment still rests, covered in cobwebs and dust. An overhead line of meat-hooks sways gently in the breeze that blows in from the cracks in the windows; long, blood-stained tables are lined up end to end and the defunct freezer room is easy enough to find.

12. Gil and Beam’s MarketThere has been a store in this building practically since the dawn of time, but this particular store has only been here since 1994. Owned and operated by Gilbert and Vera “Beam” Varner, a married couple who fancy themselves 1960s-era hippies, the market offers a wide range of products, from groceries and hygiene supplies to homemade jewelry and household goods.

Robotics Lab/WorkshopThis underground facility is roughly thirty-feet by forty-feet and looks very high-tech. On the west wall is a broken wall console, complete with a gigantic monitor. The north wall is covered by

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shelves with various technological doo-dads and spare parts on them. The eastern portion of the room contains a sofa and a few stacks of crates, all of which are marked “fragile”; they have all been looted at some point, however. The central and southern area has a total of five tables; two of which have mostly-complete robots laying on them. The other tables have assorted robot parts and tools. It looks as if the facility is still used on a regular basis.

The only way to reach the facility is via a metal door/hatch imbedded in the ground. It’s concealed and therefore difficult to find. Once the hatch is open, a set of metal stairs will take you directly to the workshop below.

So, where exactly is this facility located? That’s entirely up to you. Ideally, it will be in the woods somewhere; possibly on Big Hill. At some point, the pledges should be allowed to find it, so let the story be your guide.

STARTING THE FLICKThe flick kicks off with the pledges riding in the back of a massive 1970s-era van, heading down dirt roads toward the camp. There are four tertiary characters with them; they are the established members of Alpha Sigma Rho and Delta Pi. Below is a quick summary of these characters. You can find their full stats on page 22.

Steve Comer: Steve is the “big man on campus” and the head of Alpha Sigma Rho. He’s a muscular, handsome jock who tends to dress more like a preppy. He has a fake, slightly condescending charm that is at once both reassuring and aggravating.

Joey Hargrove: Like Steve, Joey is a jock. However, he lacks any of his pal’s suave presence. He’s a party animal and something of a wild man, always looking to get laid and get tanked on booze (though not always in that order).

Amber Kyle: Amber is the daughter of the area’s richest land tycoon and she knows it. This wealth has secured her spot as Delta Pi’s top bitch, something she prides herself on. She’s petty, prissy and always has a look of disdain on her face.

Madeline “Maddy” Mason: For all intents and purposes, Maddy is Amber’s pet and finds herself being used as a scapegoat for the queen bee’s barbs and insults more often than not. Unlike Amber, Maddy isn’t a raving beauty, though she isn’t ugly either; “plain” is the word that describes her best. She’s a good person, but goes along with Amber (sometimes reluctantly) because she wants so badly to fit in.

Read or paraphrase the following:

“Okay, pledges,” says Alpha Sigma Pi’s president, Steve Comer, as he turns around in the front passenger seat of the old (but beautifully restored) van, “are you ready to find out where we’re going and what you’re going to be doing there?” The van hits a bump on the dirt road, causing the van’s owner/driver, Joey Hargrove, to yell, “Wooohooo!”

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Give the pledges a chance to answer before continuing.

“Well, let’s start from the beginning. All the way back to 1986. A brand new summer camp, Camp Bastion, had just opened up. On the first day, one of the campers, a young boy named Marty came up missing. Gone! Poof! Vanished without a trace. The man who owned the camp, one Luther Birkalter, didn’t want bad press, so instead of calling the police, he organized a search party. That’s when things went from bad to worse.”

Amber picks up the story from there.

“One by one, the counselors were killed in gruesome ways until they were all dead. One of them survived long enough to tell the authorities that the killer had no facial features at all… a faceless man in a torn and dirty yellow raincoat with strength that no human could possibly possess. Then… she died. The killer was never found; his identity never discovered. For all we know, he could still be out there in the woods around Lake Bastion, stalking… waiting for new victims to butcher.”

Steve takes back the narrative.

Let the pledges react for a minute or two.

The interaction should be cut short by Joey swerving the van roughly and then coming to an abrupt stop, sending any unbuckled characters careening around the back. Nobody should be seriously injured, but it should still shake them up a little, both figuratively and literally.

Once everyone gathers themselves, they’ll see that they are now parked haphazardly at a dumpy-looking old store on the corner. This is Gil and Beam’s Market, as described on page 10.

Amber angrily spats out, “Joey! What the fuck?”

Is the Tale Told by Steve and Amber Correct?

The story of what happened in 1986, as told by Steve and Amber, is certainly not one hundred percent accurate. The ending of the original flick was malleable. That is, it was set up to accommodate any number of possible endings rather than shoehorn the story into one decisive finale. It is therefore possible—even likely—that the climax to Steve and Tina’s version is drastically different than how the events actually transpired during your playing of the flick.

That’s perfectly okay. One thing holds universally true when it comes to local folklore: the more it’s told, the more it changes. Oftentimes, the versions of it passed down from teller to listener have hardly any truth to them at all. It stands to reason, then, that that’s exactly what happened here.

If you want their version to more closely match how the events happened at your tabletop, don’t hesitate to modify it accordingly. The plot of this flick won’t be compromised because of it.

“So, where are you going? You’re going to Camp Bastion. What will you do there? Survive the night there… if you’re lucky.”

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He looks innocently at her and anyone else who may be perturbed and says, “What? I had to stop for beer.”

With that, some or all of the characters exit the van.

Give the characters some time to interact. Let the players get a handle on their characters’ personalities as well as the personalities of the tertiary characters. Steve is kind of a jerk, so let that be shown. Joey is a crude party animal, so play that up. Amber is a hateful snob, so bring that to the forefront. And, finally, Maddy is the classic “odd woman out” who suffers verbal abuse at the hands of Amber, so make them aware of that.

Additionally, you should introduce the store’s proprietors, Gilbert and Vera “Beam” Varner. They’re a fifty-something married couple who come across like hippies straight from Haight-Ashbury during the 1960s. Below is a quick summary of their personalities. Full stats can be found on page 23.

Gilbert Varner: Gilbert is perpetually stoned and, as such, hits the Hollywood cliché of being easy-going and a bit slow-thinking. He calls everybody “man”, regardless of gender and can always be seen munching on a bag of cheese puffs.

Vera “Beam” Varner: The more talkative of the two, Beam more or less runs the store. Despite being high at any given time of the day, she’s rather hyper; always in motion. She’s also annoyingly nosy.

Before the characters leave the store, Beam should engage them in conversation, asking them what brings them to this neck of the woods. If they tell the truth (or something resembling the truth), have her warn them that there’s “bad mojo” in these parts. It’s always fun to have that one character who warns them of a death curse or some such.

Stores in Slasher MoviesStores of this type—shabby little places out in the middle of nowhere—are common in slasher films for a variety of reasons.

For one thing, they often represent the last shred of society before the characters venture out into the wilderness or other inhospitable environment. They’re kind of a half-step between society and isolation; a kind of point of no return, if you will.

Another reason they are so common is because they sometimes factor directly into the plot later on. Maybe that gas station attendant purposely gave them wrong directions because he’s one of the killers or is at least amicable to the killers. Perhaps the proprietor will show up later to lend the characters a hand.

Lastly, these stores offer a perfect chance to introduce characters who will later become victims. Slasher movies need plenty of warm bodies to be turned into cold bodies as the film progresses, after all.

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Once the characters load back into the van, they’ll turn the corner onto an even bumpier dirt road and head toward the camp. About halfway there, you should tell the players that their characters see a derelict building with a mostly faded sign that says “Jackson Meats”.

A short while later, the van will arrive at the campsite. Read or paraphrase the following:

The road continues to get worse, especially after you pass the long-abandoned meat-packing factory. Within a few minutes, the van bounces into a wide clearing. It’s an overgrown clearing, to be sure, but a clearing nonetheless. It’s obvious that the lawn hasn’t been taken care of in a very long time. Ahead, in the moonlight, you can barely make out the shapes of a cluster of buildings. Beyond that, your eyes focus on the sparkling waters of Lake Bastion. You’ve arrived at the camp.

After disembarking, Steve will explain the rules of the initiation challenge. Read or paraphrase the following:

“Here’s the deal, pledges. In order to gain acceptance into our fine, honorable institutions, you must spend the entire night right here on these premises. If you cheat—and you can bet your asses that we have ways of finding out—you will be denied. You’ll have to go back to peddling yourselves to all the lesser frats and sororities on campus. While out here, you are to have no contact with the outside world, so hand over your cell phones, tablets or whatever else of that nature you might have on your person.”

After the characters hand it over, read or paraphrase the following:

Amber pipes up at this point: “We’ll be back at six o’clock in the morning. If you’re still here, you’re in. Otherwise, you can just forget about ever joining us. As for us, we have nice, comfy motel rooms reserved about ten miles from here. Enjoy yourselves.

Joey adds his two cents by saying, “Yeah, assholes. Try not to get murdered!”

With that, they get back into the van and leave.

It must be noted that they aren’t really planning to stay in a motel. Instead, they are going to sneak around the general area, attempting to scare the crap out of the pledges with scary pranks. See page 20 for more details.

From here, let the players dictate the course of the game. It’s likely that they will try to earn some early-game genre points, so be sure to create some tension, even when nothing is going to happen to them. Keep them on the edge of their seats by teasing something sinister.

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Roleplaying should ensue here. Let them have fun with conversations, sexual escapades, exploration or whatever else they decide to do. Once you get the feeling that this portion of the story has run its course, introduce Fixed Event #1 (see below).

FIXED EVENTSThe events detailed below are mandatory, though you can alter them to better suit your style of Directing. It’s important that they happen in order.

That said, unless otherwise noted, these can be spaced out, with player-driven activity and Floating Events occurring between them.

Fixed Event #1: Meeting Sheriff BuddWhatever the pledges are doing will get interrupted when they hear a car entering the camp ground. The source of the noise will be confirmed when they see the lights on top of the car come on. That’s right: it’s the cops. Technically, it’s just one cop: Sheriff Lucas Budd. Below, you’ll find a bit of information on him. His full stats can be found on page 24.

Sheriff Lucas Budd: With a self-assured swagger and a calm, breezy demeanor, Sheriff Budd relishes his authority and wields it in a subtle, yet stern way. He doesn’t show his temper, preferring to use his sharp with to handle troublemakers. In truth, he’s far more than just a hard-ass Southern-fried lawman: he’s directly involved in the bloodbath that will ensue later in the flick.

Budd will waste no time telling the pledges that they need to leave the old camp posthaste. That’s what a cop is supposed to do, right? But here’s the catch: he doesn’t actually want them to leave. He only showed his presence to take stock of how many potential victims are present and to establish that he tried to get them to leave after the night’s massacre goes down. Budd knows he has to look like a proactive officer of the law to the press during the aftermath.

It’s crucial that Budd mentions that there are bikers partying down the beach from here, thus planting another seed for future plot growth. Perhaps he says something like, “It’s bad enough that we have a bunch of dirty bikers throwing a party in the old fishing cabin down the beach. The last thing we need is for a gaggle of college twerps roaming around the woods and getting hurt.”

So, how can you get them to stay anyway? Well, the trick is to read the players. If they seem like they aren’t willing to have their characters vacate the area just because some two-bit sheriff ordered them to, you can simply have him issue the warning and then leave. If, however, the players seem like they’re going to have their characters beat feet, you can look for alternative ways. For example, he count hint that a bribe may be necessary for him to look the other way or he could be convinced by the pledges that they don’t plan to do anything dangerous or destructive.

If some of the characters do decide to leave, it’s not a big deal. You can have the robots pick them off (or try to) via kill scenes before they can get too far.

After this event, you should allow the possibility of a kill scene or two for characters who wander off by themselves.

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Fixed Event #2: Is Someone Watching Us?Why, yes, they are!

This event is primarily designed to lead one or more of the pledges to the sheriff’s house. Keep that firmly in mind.

At some point, the pledges will hear something rustling around in the woods east of the campgrounds, possibly on the hiking trail. If none of the characters take the bait, you can give them a quick visual of a shadowed human-shaped form. Should they still be resistant, mention that it looks like the figure is wearing a shirt identical to the one worn by one of the established sorority/fraternity members? This will lead them to believe that it’s simply a prank being set up by them.

In truth, it’s one of the killers, casing out its prey. Whether the shirt they saw was merely an optical illusion or the robot already dispatched one of them is entirely your call.

In all likelihood, one or more pledge will investigate. After all, they know this is the slasher movie genre and that doing stupid things is crucial to the story. If only one character checks it out or if several check it out but stay clustered in a single group, there will be no kill scene. Simply let them see a glimpse of the shadowy robot from time to time, leading them to the sheriff’s house.

It’s possible that more than one character will venture out into the woods and split up. You can encourage this by having them see two figures in different areas. If they split up, one character (especially a primary character) should be led to the sheriff’s house as planned, while the other one gets trapped in a kill scene.

Once one or more pledges reach the house, move immediately to Fixed Event #3.

Fixed Event #3: Meeting LydiaLydia is, in many way, this flick’s main villain. While it’s true that she’s not the slasher, she’s the brains behind everything that will come to pass this night. But the pledges shouldn’t realize that yet. They also shouldn’t yet realize that she’s the daughter of Sheriff Lucas Budd. Below, you’ll find a bit of information on her. Her full stats can be found on page 24.

Lydia Budd: As mentioned in the last paragraph, Lydia is a vile human being with no conscience whatsoever. She’s cold, calculating and tougher than your average twelve year old girl.

If Fixed Event #2 went as planned, the pledges will first see Lydia in front of her house, struggling to chop wood. The “struggling” part is nothing but an act on her part. She knows the pledges are watching and she’s trying to project an aura of weakness. It’s possible that they will approach her; should they decide not to, she’ll “spot them” and call out to them (“I can see you out there, assholes!”). Either way, she will act extremely suspicious and leery of them, cautiously readying her axe in case they try to hurt her. There should be a hint of vulnerability to her actions (all fake, of course), but she should also seem ready to protect herself.

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The trick to keeping the players from being suspicious of her is to not make her appear completely innocent. The chances are good that they have seen a good share of horror films and anytime a little girl is angelic or overtly sweet in those movies, there’s a damn good chance that she’s going to turn into a creepy demon and munch somebody’s face off. Play her as if she’s a bit scared of these “strangers” yet unwilling to back down in the face of a threat. She’s a tomboy with some attitude.

Lydia can be “persuaded” to feel safe around them with a bit of roleplaying. She’ll lower her axe a bit and talk to them. Below is a list of notes to keep in mind while interacting with the pledges as Lydia.

• If asked about her parents, she’ll tell them that her mother is bed-ridden and her father is away on business until Monday. Fill in any details that are required. Lydia is an expert liar. If pressed by the pledges wanting to meet her mother, she will make excuses. This might lead to her being exposed, but she’ll play the emotional act and “admit” that her mother passed away a year ago and that she hasn’t been able to accept it yet, adding that she forces herself to believe that she’s just upstairs sleeping.

• If asked about the murders from 1986, she’ll state that she’s heard the stories, but her father said that most of them are exaggerated. She doesn’t know much beyond the fact that a bunch of kids were killed back in the day and that the murders were supposedly perpetrated by a man with no face.

• She will also tell them that the real camp is all the way on the other side of the lake and that the camp they’re staying at was closed after the first year of operation a few years after the massacre. She thinks it’s funny that they got the camps mixed up.

• She claims not to have ever seen anything suspicious around these parts, except for the occasional drifter or teenage partiers. If they tell her about seeing a figure in the woods, she’ll insist that it was an animal and that the darkness was playing tricks on their eyes. If she thinks they’re becoming suspicious of her refusal to believe that someone is in the woods, she’ll relent to it probably being one of the bikers who are partying on the beach.

So, what if the pledges don’t follow the figures into the woods? Should you just skip a meeting with Lydia? Definitely not. There are always ways for you to slip an encounter with her in. Just wait for the right opportunity or even have her approach the camp with a shotgun, “thinking” that they’re dangerous criminals or something.

What you do with Lydia from this point on should be based on your gut feeling; let things play out naturally. She might try to hang out with the pledges (to keep an eye on them); or she might not.

Fixed Event #4: Who’s Your Daddy?When the flick feels like it’s winding down, move directly to this Fixed Event. That’s when the pledges learn that Lydia is Sheriff Budd’s daughter and that both of them are evil. Exactly how this happens is not etched in stone and should be an organic reveal that doesn’t feel contrived or forced.

That said, if you’re having trouble moving toward the endgame, here’s an idea that might work for you:

Draw the characters back to the general area of the sheriff’s house (if they’re already there, so much the

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better). They’ll see the police car pull up and Lydia steps onto the porch as Sheriff Budd gets out. She seems really glad that he’s home from work and hugs him. In return, he kisses her on the top of her head and they go inside.

With that, their father/daughter relationship is established to the pledges. Now, for the interesting part: dropping the bomb that they are controlling the robotic killers. This, too, should feel natural. Your goal should be to reveal it in the most shocking way possible. Also, this might be a good time to unveil the fact that there are two robots rather than just one, assuming the pledges haven’t already put two and two together. One idea is as follows:

A robot corners Lydia and looks to be ready to deal the coup de grace. This should prompt a pledge to try and save her. Just as he or she does, Lydia gives a verbal command to the robot: “Kill them!” The robot turns and goes after the pledge.

If at all humanly possible, have Lydia explain the whole plot she hatched to the remaining pledges in true villainous fashion. This may be how the players find out that the killers are robots and that there’s an underground laboratory/workshop.

Fixed Event #5: The ClimaxFixed Event #4 should flow directly into Fixed Event #5. By this point, the pledges should know the following:

• Lydia is Sheriff Budd’s daughter.• Lydia is the ringleader of this murderous plot.• There are two killers.• The killers are robots.• There is a concealed underground robotics facility nearby.

If they are missing one of the above pieces of data, you should endeavor to give it to them.

From here, let the action go wherever it may. Due to the myriad of possibilities in terms of what has happened up to this point, this Fixed Event is relatively freeform.

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In addition to the traditional way of destroying killers (i.e., dealing out damage tokens), you could let the environment give the pledges shortcuts to doing so. For example, if the pledges find the underground facility, you could let them find something that will give them a huge advantage (a cutting torch, a metal compressor, etc.).

FLOATING EVENTSAs with the Fixed Events, the events detailed below are mandatory, though you can alter them to better suit your style of Directing. Unlike Fixed Events, however, they can be inserted wherever you want. Despite being numbered, there’s no reason that they have to occur in a specific order.

Floating Event #1: Jack and the BikersAt some point, the pledges should meet Jack Ramsey, the president of the Killravens motorcycle club, and possibly even the other members of the gang (not to mention the sweet-butts they’ve brought with them), depending on how it all plays out. Below, you’ll find a bit of information on Jack. His full stats can be found on page 23.

Jack Ramsey: Jack is a natural leader whose good looks, confident attitude, cocky swagger and smooth personality draw people to him. He’s a cool customer without a doubt and he’s a legitimate ass-kicker too.

So, why is it important for Jack to be introduced?

For one thing, he can be used by you as a catalyst for action. If the pledges are all huddling together for safety, Jack can suggest other courses of action. Plus, given that he comes off as a tough guy, he might give the pledges a false sense of security (“Come on, darlin’. Let’s go out to the woods to check out that noise. Don’t worry, I won’t let anything happen to you.”). Don’t be too heavy-handed with this approach though.

Another great thing about Jack is that he can give the pledges information that the y would otherwise have lacked. Friendly tertiary characters work wonders in this department.

Lastly, he can be utilized as a suspect if you play your cards right. Sprinkle around some clues that will lead the pledges to believe that he’s the one who’s been butchering people. Maybe one of the pledges spot a yellow raincoat in the saddlebags of his bike, or maybe they find him out in the woods acting suspiciously. You could even go a step further and let the pledges learn that Jack’s mother or older sister was one of the counselors who died at Camp Bastion back in ’86.

As for the other bikers and their sweet-butts, consider them total fodder. Use them however you please. They are your instruments with which you can compose a beautiful song. Or something like that.

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Floating Event #2: Are You Scared Yet?This is actually a series of linked events lumped into one, for your convenience. They all involve the established Alpha Sigma Rho and Delta Pi brothers and sisters trying to scare the hell out of the pledges.

The most common occurrence should be one or more of the pledges being affected by one of their “booby traps” or tricks. Freak-Out checks are your friends! Here are some ideas for these tricks:

• One of the brothers (probably Joey) dresses up in a raincoat and mask, and chases one of the pledges. You could initiate it as a kill scene, but if the pledge loses, they don’t die; the brother reveals himself and laughs at them. Of course, that could be when one of the real killers steps out and guts him, prompting a real kill scene with the pledge.

• The brothers and sisters stash a gory cadaver in a place where the pledges will find it. If how they managed to get a real body comes up, Amber paid a creepy mortician to loan her a body that was mangled in a car wreck.

Cutaway Kill ScenesThis flick definitely benefits from dropping in a few cutaway kill scenes. A cutaway kill scene is a kill scene that doesn’t involve any primary or secondary characters. This gives the sense that there’s more going on than what the primary and secondary characters are experiencing. The players will “see” the scene happen, but their characters will not.

As the Director, you simply describe the scene as it happens. Don’t drone on too long, though, as the players will grow bored. After all, they’re supposed to be the focus of the story.

This particular flick offers a lot of great fodder for cutaway kill scenes.

• Gilbert and Beam are just asking to be slaughtered! Drug-users almost always perish in these movies. You might even get a bit poetic with their kill scene. For example, while getting high, Beam gets up off the couch and stumbles, commenting on how baked she is. She then goes into the kitchen to get some munchies and hears a noise. The killer steps out, gags her with something and then crams her into the oven. Get it? She gets… baked.

• The members of the sorority and fraternity are ripe for the picking as well. After all, they’re running around out in the woods, trying to scare the pledges. How perfect is that? Watch the film Hell Night for inspiration. You should at the very least kill off Steve and Amber. Under no circumstances should they survive this flick. The assholes almost always meet an unpleasant fate.

• The bikers and sweet-butts are partying in and outside the fishing cabin. Okay, it’s a cinch that they’re drinking and having sex, both of which are big no-no’s in slasher movies. Plus, having two distinct areas of the party (i.e., the beach and the cabin) allows for easy separation.

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• The brothers and sisters plant fake “old” newspaper articles somewhere in the camp that go into detail about how the murders happened at this very site and so forth. According to these clippings, the sole survivor said that the killer vowed to return in 2010.

• The brothers and sisters planted small speakers throughout the woods, allowing them to make creepy sounds and such.

The established brothers and sisters (the ones who haven’t been killed yet, at least) could come face to face with the pledges before the night is over. It could be because the pledges are onto them and find them or because the pranksters come running to the camp, in fear of their lives once the real danger becomes apparent.

ENDING THE FLICKThere’s no definitive ending for this flick. Use your best judgment and sense of drama to devise an appropriate ending. We can, however, give you a handful of ideas.

• It’s always fine to end the flick as soon as the climax is over. Roll credits!

• If any of the villains (Lydia, Sheriff Budd or the robots) survive, you could show them in a menacing fashion after the events of the night have come and gone.

• If all the villains (Lydia, Sheriff Budd or the robots) die, you could allude to the fact that one of them isn’t as dead as everyone thought. This could be handled in any number of ways – a finger twitches on their “corpse”, an eye opens abruptly, the body disappears, etc.

• If none of the primary or secondary characters live, you could end it with an on-the-scene reporter the following day, doing a live broadcast at the camp.

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TERIARY CHARACTERSBelow, you’ll find the game stats for all the tertiary characters found in this flick. They are organized by category for your convenience.

Alpha Sigma Rho Brothers

Steve Comer – “Big Man on Campus”Brawn: Good Finesse: Good (Positive: “Fast Sprinter”)Brains: Normal Spirit: Normal (Positive: “Smug Charm”) Items: Flashlight, backpack full of random traps/tricks, cell phone

Joey Hargrove – “Crude Party Animal”Brawn: Good (Positive: “Bruiser”)Finesse: Normal (Negative: “Slightly Oafish”)Brains: Poor Spirit: Normal Items: Flashlight, beer

Delta Pi Sisters

Amber Kyle – “Rich Bitch”Brawn: Poor (Negative: “Dainty Body”)Finesse: Normal (Positive: “Graceful”)Brains: Normal Spirit: Normal (Positive: “Bossy”) Items: Flashlight, purse, expensive makeup, cell phone

Madeline “Maddy” Mason – “Awkward Sweetheart”Brawn: Normal Finesse: Normal Brains: Normal Spirit: Poor (Positive: “Nice”; Negative: “Low Self Esteem”) Items: Flashlight, purse, cell phone

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The Killravens

Jack Ramsey – “Bad-Ass Biker”Brawn: Good (Positive: “Tough Guy”)Finesse: Normal (Positive: “Born to Ride”)Brains: Normal Spirit: Normal (Positive: “Charming”, “Leadership”) Items: Motorcycle, helmet, hunting knife, cigarettes, lighter

Chubby, Mack and Mongrel – “Killraven Members”Brawn: Normal (Positive: “Street Fighter”)Finesse: Normal (Positive: “Born to Ride”)Brains: Normal Spirit: Normal Items: Motorcycle, helmet, hunting knife, cigarettes, lighter

Layney, Britt, Lola and Rhonda – “Killraven Sweet-Butts”Brawn: Poor (Negative: “Lover Not a Fighter”)Finesse: Normal Brains: Normal Spirit: Poor Items: Purse, makeup, cell phone

Proprietors

Gilbert Varner – “Hippie Guy”Brawn: Normal Finesse: Normal Brains: Poor (Negative: “Almost Always Stoned”)Spirit: Normal (Positive: “Easy-Going”) Items: Bag of marijuana, lighter, rolling papers, bag of cheese puffs

Vera “Beam” Varner – “Hippie Chick”Brawn: PoorFinesse: Normal Brains: Poor (Negative: “Almost Always Stoned”)Spirit: Good (Positive: “Good Vibes”; Negative: “Nosy”) Items: Three joints, lighter, hippie jewelry, John Lennon glasses

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The Budds

Sheriff Lucas Budd – “Cocky Lawman”Brawn: Normal Finesse: Good (Positive: “Good Aim”)Brains: Normal (Positive: “Perceptive”)Spirit: Normal (Positive: “Cool As a Cucumber”) Items: Flashlight, pistol, extra ammo, nightstick, cell phone, handcuffs, taser

Lydia Budd – “Evil Tomboy”Brawn: Normal (Positive: “Cunning Fighter”)Finesse: Normal (Positive: “Stealthy”)Brains: Good (Positive: “Evil Genius”)Spirit: Good (Positive: “Convincing Liar”) Items: Axe

The Killers

This section gives the write-up for the two robotic killers. Additionally, we have included optional “killer” stats for both Sheriff Lucas Budd and Lydia Budd, in case you wish to make them more proactive murderers.

Killer RobotsThere are two robots in this flick. Their game write-ups are identical. Each robot stands almost seven feet tall and wears a dingy yellow raincoat with the hood up. The outfit is finished off with all-black shirt, pants and boots. A ghastly white mask covers its face, making its facial features almost impossible to make out, especially at night.

The robots have artificial intelligence that allows them to act in a logical manner and adapt to events and situations accordingly. They can also be given verbal orders by Lydia Budd, thanks to a voice recognition program she created and implemented.

Components: Dark Secret (fire can melt the circuits and wiring), Fearful Visage (the mask alone is scary enough to warrant this component), Hard To Kill (robots are rugged), Miscellaneous Advantage (doesn’t need to sleep or breathe), Superhuman Strength (roughly twice the strength of the world’s strongest person)

Damage Threshold: 4

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Sheriff Lucas BuddComponents: Normal Person (just an ordinary but twisted sheriff), Tidy (he doesn’t want to be linked to the murders)

Damage Threshold: 3

Lydia BuddComponents: Normal Person (she may be deadly, but she’s still flesh and bone), Signature Weapon (she loves that wood-cutting axe), Small Stature (an average-sized twelve-year-old girl)

Damage Threshold: 2

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This map is the full map of the area, for use by the Director. It is identical to the one found on page 9. We included here as well, as the page has no background, thus making it easier on your printer ink.

Camp August and Environs

Camp August

Lake Bastion

Big Hill

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This map is a handout to be given to the players when they arrive at the camp. It severely limits what the characters know about.

Camp August

Camp August

Lake Bastion

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and Environs