To kick off our Wretched Darkness/Invisible College Rpg campaign, we need to immediately establish that the city’s normalcy is a thin, rotting veil. We pulled into Oakhaven Pennsylvania and got out at the Rusty Nail Diner. Things were off right off the bat.
The following encounter, "The Lavender Hour," is designed to bring your players together through a shared, inexplicable trauma.
The Setup: Midnight at the 'Rusty Nail' Diner
The players are all at a 24-hour diner in The Lows. It’s raining—a greasy, chemical rain.
The Atmosphere: The jukebox is playing a distorted country track. The only other patrons are a tired trucker and a waitress named Barb who has been "quitting" for twelve years.
The Catalyst: At exactly 12:12 AM, every electronic device in the diner (the TV over the bar, the digital register, and the players' phones) emits a low-frequency hum.
Phase 1: The Violet Flicker
The screens don't go black; they turn a deep, vibrating Violet.
The Mechanic: Have everyone roll a Willpower or Sanity check (depending on your specific Wretched Darkness house rules).
Success: They feel a sharp, metallic tang in their mouths and a sense of impending doom.
Failure: They are momentarily stunned, seeing "after-images" of a tall, thin figure standing behind them in the reflection of the diner windows.
Phase 2: The Sleepwalkers
The trucker and Barb the waitress don't scream. Their eyes go glassy. In perfect unison, they stand up, leave their half-eaten food, and walk toward the door. Outside, the street is eerily silent, but figures are emerging from the row houses—dozens of people, all walking with a stiff, rhythmic gait toward the Oakhaven Reservoir.
Phase 3: The "Quality Control"
A black Oakhaven Police cruiser (The Silver Tally) pulls into the diner lot. Two officers get out. They aren't helping the "sleepwalkers"—they are carrying heavy-duty cattle prods and plastic zip-ties.
One officer looks into the diner and sees the players standing there, still conscious. He keys his radio:
"Unit 4 to Central. We have 'Static.' Four individuals in the Lows diner are resisting the signal. Moving to decommission."
The Encounter: Combat/Escape
The players are now trapped between the Silver Tally officers (who want to "scrub" them) and the Sleepwalkers (who will mindlessly trample anyone in their path).
| Enemy | Stats / Behavior |
| Silver Tally Officers (2) | Armed with batons and heavy pistols. They move with clinical, terrifying efficiency. They don't talk; they just breathe heavily through their masks. |
| The Sleepwalker Mob | Not aggressive, but a "Hazard." Every turn, the players must stay clear of the crowd or be dragged along 20ft toward the Reservoir (Strength check to break free). |
The Twist
As the fight escalates, one of the sleepwalkers—a young girl—stops. Her jaw unhinges further than humanly possible, and the Violet Light pours out of her mouth like smoke. She points a trembling finger at one of the players and whispers:
"The Master is hungry for the parts that still remember."
The Aftermath
The officers will retreat if they take significant damage, melting back into the rain. The "Lavender Hour" ends as abruptly as it began; the screens return to normal, and the sleepwalkers collapse in the street, waking up seconds later with no memory of the last ten minutes.
The hook is set: The players are now "Static"—people who can see the truth in a city designed to keep them blind. We ended here.
To capture the "slow-burn" dread of Oakhaven, use this table when the players are exploring, resting, or just walking between districts. These range from eerie atmosphere to immediate hooks.
D100: Something is Off in Oakhaven
| D100 | The Observation |
| 01-05 | The Mirror Lag: Your reflection in a shop window moves a fraction of a second slower than you do. |
| 06-10 | Wrong Geometry: You turn three lefts in The Lows, but instead of returning to your start, you find yourself at a dead-end alley that wasn't there before. |
| 11-15 | The Static Child: A child sits on a swing set. When they turn to look at you, their face is blurred like a low-resolution video. |
| 16-20 | Sweet Decay: The smell of expensive perfume suddenly fills the air, masking the overwhelming scent of rotting meat. |
| 21-25 | Radio Ghost: Your phone picks up a voicemail. It’s a recording of the conversation you are currently having, played back with a 30-second delay. |
| 26-30 | The Missing Birds: You realize there are no pigeons or crows in this district—only thousands of moths clinging to the underside of every ledge. |
| 31-35 | The Tally Mark: You find a fresh "X" carved into your hotel room door. It’s still bleeding sap. |
| 36-40 | Gravity Hiccup: For three seconds, rain falls upward. No one else on the street seems to notice. |
| 41-45 | The Man in Yellow: You see a man in a yellow slicker across the street. When a bus passes between you, he is gone, but a yellow balloon is tied to a nearby pole. |
| 46-50 | Familiar Strangers: Every person you pass on the sidewalk for the next block has the exact same shade of pale blue eyes. |
| 51-55 | The Meat Hum: A low-frequency vibration shakes your teeth. It’s coming from the "Good Meat" Deli's refrigeration unit. |
| 56-60 | Ink Blood: You scrape your knuckle. The blood that comes out is thick, black, and smells like ozone. It turns red after a minute. |
| 61-65 | The Billboard: A digital billboard glitching to violet shows a "Missing Person" poster. The photo is of you, but aged 20 years. |
| 66-70 | The Shadow Anchor: Your shadow points toward the Reservoir, regardless of where the sun or streetlights are. |
| 71-75 | Muffled Screams: You hear a muffled scream for help coming from a manhole cover. When you look closer, the sound changes to a cat's meow. |
| 76-80 | The Watchers: Every cat in the alley stops what it’s doing and stares at you in perfect, eerie silence until you leave the area. |
| 81-85 | The Taste of Copper: Your mouth fills with the taste of pennies. A Silver Tally cruiser slowly rolls by, the officer inside not turning his head. |
| 86-90 | Architecture Shift: You notice a gargoyle on Saint Jude’s Hospital. Every time you blink, it has moved its hands closer to its eyes. |
| 91-95 | The Paper Trail: A gust of wind blows a newspaper against your leg. The date on the paper is tomorrow. The headline describes a fire at your current location. |
| 96-99 | The Doorway to Nowhere: You see a door standing alone in a vacant lot. If you look through the keyhole, you see a vast, violet-lit ocean. |
| 100 | The Full Reveal: For one heartbeat, the "veil" drops. The sky is gone, replaced by a massive, lidless eye, and the buildings are made of calcified bone. Then, everything returns to normal. |
Using the Table
Subtle Clues: Use 01-30 to build tension without immediate danger.
Direct Threats: Use 70-95 to signal that the Silver Tally or the Entities are closing in.
Sanity Checks: Any result over 90 should probably trigger a minor Sanity/Stress check.
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