Showing posts with label OSR Campaign. Show all posts
Showing posts with label OSR Campaign. Show all posts

Thursday, January 15, 2026

The Oakhaven Chronicle - "The Lavender Hour," Encounter - Wretched Darkness/Invisible College Rpg campaign - Session Report One

 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).

EnemyStats / 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 MobNot 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

D100The Observation
01-05The Mirror Lag: Your reflection in a shop window moves a fraction of a second slower than you do.
06-10Wrong 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.
11-15The 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.
16-20Sweet Decay: The smell of expensive perfume suddenly fills the air, masking the overwhelming scent of rotting meat.
21-25Radio 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.
26-30The Missing Birds: You realize there are no pigeons or crows in this district—only thousands of moths clinging to the underside of every ledge.
31-35The Tally Mark: You find a fresh "X" carved into your hotel room door. It’s still bleeding sap.
36-40Gravity Hiccup: For three seconds, rain falls upward. No one else on the street seems to notice.
41-45The 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.
46-50Familiar Strangers: Every person you pass on the sidewalk for the next block has the exact same shade of pale blue eyes.
51-55The Meat Hum: A low-frequency vibration shakes your teeth. It’s coming from the "Good Meat" Deli's refrigeration unit.
56-60Ink Blood: You scrape your knuckle. The blood that comes out is thick, black, and smells like ozone. It turns red after a minute.
61-65The Billboard: A digital billboard glitching to violet shows a "Missing Person" poster. The photo is of you, but aged 20 years.
66-70The Shadow Anchor: Your shadow points toward the Reservoir, regardless of where the sun or streetlights are.
71-75Muffled 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.
76-80The Watchers: Every cat in the alley stops what it’s doing and stares at you in perfect, eerie silence until you leave the area.
81-85The 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.
86-90Architecture Shift: You notice a gargoyle on Saint Jude’s Hospital. Every time you blink, it has moved its hands closer to its eyes.
91-95The 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.
96-99The 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.
100The 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.

Saturday, November 22, 2025

Wonder Man NPC For a Survive This!! Vigilante City campaign set in a Public Domain Super Heroes (PDSH) version of New York City

 Fred Carson was a radio engineer who enjoyed traveling. While on a trip to Tibet, he met a yogi who put him through a series of rigorous tests. Fred passed, proving that he had the physical and moral strength to do good. As a reward, the yogi gave him a magic ring. Fred used it to fight for humanity and justice as Wonder Man.



Wonder Man is a high-tier "MegaHuman" NPC for Survive This!! Vigilante City RPG, a powerful, almost godlike figure whose immense powers make him a true force of nature in the urban landscape.
Wonder Man (NPC)
Character Background
Originating in Mystery Comics #1-4 (1944), Wonder Man was an innocent man who found himself with a powerful, magic ring. This ring, a gift from a mysterious figure known only as the "Lama" (unrelated to the Green Lama), granted him the strength of Samson, the speed of Mercury, and the vitality of Atlas. In Vigilante City, the ring is a potent artifact that gives him near-unlimited power, but he remains a somewhat naive, powerful force for good. He operates as a one-man army against the most significant threats to the city.
Attributes
Wonder Man's stats are incredibly high, reflecting his nearly unparalleled power when in hero mode.
AttributeScore (Bonus)
STR24 (+7)
DEX18 (+4)
CON22 (+6)
INT12 (+1)
WIS16 (+3)
CHA14 (+2)
SURVIVAL5
  • Hit Points (HP): 150 (Vastly resilient)
  • Stun Points (SP): 50 (Vast pool for reality manipulation/power use)
  • Armor Class (AC): 22 (Near invulnerability + superhuman speed)
Powers & Abilities
Wonder Man's powers are derived from his magic ring and are always active.
  • Godlike Strength: He possesses the strength of Samson, allowing him to perform impossible feats of strength, lift buildings, or shatter steel with a punch.
    • Effect: Unarmed attacks deal 4d6+7 blunt damage. He can lift/carry objects as an impossibly large creature (essentially whatever the plot requires).
  • Near Invulnerability: With the vitality of Atlas, he is almost impervious to harm from conventional sources.
    • Effect: Damage Reduction 20 against all physical and energy attacks. Only highly potent magical or super-science weapons can truly harm him.
  • Super Speed & Flight: He possesses the speed of Mercury, allowing him to move faster than the eye can track and fly.
    • Effect: Can fly at incredible speeds (200+ ft as a move action) and has advantage on all Dexterity checks and saving throws. Can make two extra attacks per round due to speed.
  • Rapid Healing: His vitality allows him to recover from wounds at an accelerated rate.
    • Effect: He regains 2d6 HP at the start of his turn in combat.
  • Heat Vision (Optional): Some versions of these high-powered heroes had eye beams.
    • Attack (Ranged): +10 to hit; Damage: 3d8 energy damage (range 100 ft.); costs 3 SP per use.
Weapons & Equipment
Wonder Man uses no weapons; his body is the ultimate weapon.
  • The Magic Ring: The source of his power. If the ring is removed, he becomes a regular, average human again.
    • Vulnerability: The ring can be a target for villains. Removing it requires a successful grapple check or a cunning plot device.


NPC Roleplaying & Story Hooks
  • Motivation: Using his seemingly limitless power to fight "evil and injustice," often in a very black-and-white moral framework.
  • Personality: Earnest, sincere, and perhaps a bit naive due to his sudden acquisition of power. He is a straightforward problem solver who often prefers punching the problem until it stops moving, though he has a strong moral compass.
  • Appearance: A classic red and blue costume with a prominent "W" emblem on his chest.
  • Hooks:
    • A powerful magical villain discovers the secret of Wonder Man's power and manages to steal his ring, de-powering him. The PCs are the only ones who can retrieve it from the villain's magically-protected lair.
    • Wonder Man is fighting an immense, city-leveling threat but is distracted or outmatched in a tactical sense. He needs the PCs to handle the secondary objectives (saving civilians, shutting down a power source) while he keeps the main threat busy.
    • The "Lama" who granted the ring returns, demanding it back, and the PCs must help Wonder Man prove his worthiness to keep his powers.



Amazing Man NPC For a Survive This!! Vigilante City campaign set in a Public Domain Super Heroes (PDSH) version of New York City

 Amazing Man is a powerful NPC for Survive This!! Vigilante City RPG, a "MegaHuman" who combines peak human conditioning from mystical training with potent, unique powers, earning him the nickname the "Green Mist".

Amazing Man (NPC)


In 1914, an orphaned child named John Aman was chosen by the Tibetan Council of Seven to be trained to both mental and physical perfection. Aman was also given an injection of an experimental formula that would allow him to become invisible, the effects were temporary and he would need to inject himself weekly. When he was 25, he was ready to fight crime in the outside world. He returned to America and did just that, by stopping a railroad president from causing more train derailment. He was helped by  Zona Henderson, a female investigator, but later traded her out for her kid brother,  Tommy the Amazing Kid. Amazing Man's powers include super strength, invulnerability, and the ability to make himself disappear in a cloud of green vapour. It is because of that last power that he is also known as the "Green Mist." Amazing Man's arch-enemy is The  Great Question, an evil telepath who was exiled from the Council of Seven after Aman exposed his true nature.

In his second adventure, he is kidnapped. While a willful prisoner, the Great Question telepathically causes the villainous aspects of Aman to come to the fore, actually physically transforming his face to match his new evil. Eventually, Aman is able to shake off the effects

Character Background
John Aman was an orphan chosen for his physical potential and trained for 25 years by the mystical Council of Seven in Tibet. This rigorous training granted him mental and physical perfection, which, combined with a special chemical solution, gave him superhuman powers, including super-strength, invulnerability, and the ability to turn into a cloud of green vapor. He now fights crime, driven by the teachings of the Council, opposing his arch-nemesis and former council member, the evil telepath known as the Great Question.
Attributes
Amazing Man's stats reflect his balance of physical might, resilience, and wisdom gained from his training.
Attribute
Score (Bonus)
STR18 (+4)
DEX16 (+3)
CON18 (+4)
INT14 (+2)
WIS16 (+3)
CHA12 (+1)
SURVIVAL4
  • Hit Points (HP): 80 (Immense toughness and stamina)
  • Stun Points (SP): 35 (Used for powers)
  • Armor Class (AC): 18 (Invulnerability + agility)
Powers & Abilities
Amazing Man relies on his powers, which are always active or triggered by his chemical solution.
  • Super Strength & Invulnerability: Amazing Man possesses incredible strength and can withstand tremendous damage.
    • Effect: Unarmed attacks deal 2d6+4 blunt damage. He has Damage Reduction 10 against physical attacks. He can lift/carry objects as a large creature.
  • Invisibility (Green Mist): He can turn himself invisible in a cloud of green vapor.
    • Effect: Amazing Man can spend 3 Stun Points to become invisible for 1d4+1 rounds (or a scene at GM discretion). While invisible, attacks against him have disadvantage. This power is temporary and requires access to his chemical solution for extended use.
  • Super Speed/Agility: His training granted him speed and agility beyond a normal human.
    • Effect: +3 bonus to Initiative rolls and Dexterity saving throws.
  • Healing: Amazing Man has enhanced healing capabilities.
    • Effect: He regains an additional 1d4 Hit Points at the start of his turn in combat.
Weapons & Equipment
Amazing Man relies mostly on his fists, but carries essential items for his methods.
  • Vial of Chemical Solution: Carries several doses needed to activate his invisibility power. The supply is a minor vulnerability, as running out means no more "Green Mist".
  • Simple Clothes: He often operates in simple attire to blend in, relying on his powers for protection.
NPC Roleplaying & Story Hooks
  • Motivation: To use his skills and abilities to fight evil and help those in need.
  • Personality: Stoic, focused, and disciplined, a result of his monastic upbringing. He is a man of action rather than words.
  • Appearance: Often depicted in simple blue trousers and a red shirt, blending in until his powers are needed. He is physically imposing.
  • Hooks:
    • Amazing Man's arch-nemesis, the Great Question, is telepathically controlling key city officials, and John Aman needs the PCs to act as a distraction while he confronts the villain on the astral plane.
    • The PCs discover a unique chemical formula being sold on the black market, which turns out to be a potent, addictive knock-off of the "Green Mist" solution, drawing Amazing Man into their investigation.
    • Amazing Man is wounded by an experimental weapon and must rely on the PCs to find the rare, mystical ingredients needed for his enhanced healing to fully recover.