Showing posts with label The Wretched Darkness Rpg. Show all posts
Showing posts with label The Wretched Darkness Rpg. 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.

Tuesday, November 25, 2025

The December Deceiver - Santa Claus For The Wretched Darkness Rpg & The Wretched rpg

 This is a fantastic and deeply unsettling idea. Wretched Darkness is an OSR horror game focused on anti-heroes, grim outcomes, and the psychological effects of the supernatural.

For Santa Claus to exist in the Wretchedverse, he must be a terrifying, ambiguous, and immensely powerful entity. He won't be a jolly figure, but rather a primordial, ancient being whose power is tied to the collective belief (and fear) of humanity, and whose 'gifts' often come with a horrifying price.



Here is the NPC stat block for "Krampus' Father" (The Red-Suited Entity, The December Deliverer) for the Wretched Darkness RPG.


The December Deliverer (Santa Claus)

A monstrous entity of immense power, tied to the psychic energy of childhood innocence and greed. It serves a dark, cold cosmic purpose.

AttributeScoreNotes
Level/TierEntity (Immortal/Unique)Treat as a Rank 10+ foe.
Hit Points (HP)200 (Supernatural Regeneration)Takes half damage from all but Holy/Cold Iron attacks.
Armor Class (AC)18 (Thick Hide/Magic)The thick, red, blood-stained velvet offers little, but the ancient magics do.
Movement30 ft. (Ground), Flight (90 ft., Sleigh), Teleport (Self-only)
Attack Bonus (Melee)+15
Attack Bonus (Ranged)+12

Ability Scores

AbilityScoreModifier (d20 check)
Strength (STR)20+5
Dexterity (DEX)14+2
Constitution (CON)22+6
Intelligence (INT)18+4
Wisdom (WIS)24+7
Charisma (CHA)20+5

Combat & Attacks

Primary Melee: The Holly Staff

  • Attack Bonus: +15

  • Damage: $3d8 + 5$ Bludgeoning / Cold Damage

  • Effect: On a successful hit, the victim must pass a DC 18 CON Save or be covered in a thin, crystalline rime of ice and be Slowed for $1d4$ rounds (half speed, -2 AC/Attack).

Ranged Attack: Lump of Perpetual Coal

  • Attack Bonus: +12

  • Damage: 2d6 Fire Damage + Psychological Strain

  • Effect: Upon being struck, the victim must pass a DC 15 SANITY Check. Failure results in the target gaining 1d4 Sanity Loss (the knowledge of their deep moral failings made manifest). This coal burns eternally, never consuming itself.

Supernatural Ability: The Gift (Action)

The Deliverer reaches into his sack (which smells of freezing ash and formaldehyde) and pulls out an item specifically tailored to the victim.

  • The item is usually the worst possible outcome of a character's deep, selfish desire or a supernaturally grotesque version of a childhood toy.

  • Example Effect: A PC who secretly desires wealth may receive a small, pulsating sack containing $1d10$ severed fingers, each adorned with a gold ring. The PC must pass a DC 20 SANITY Check or suffer $2d6$ Sanity Loss and be Paralyzed by cosmic horror for 1 round.

Supernatural Traits & Immunities

  • Knows if You've Been Bad (Constant): The Deliverer has perfect, supernatural knowledge of every living creature's most heinous act or darkest secret. Any attempt to Lie or Deceive him requires a DC 25 Charisma Check. Failure on this check grants him a free attack against the PC.

  • The Naughty List (Weakness): Any character who can prove they have never intentionally wronged a child (living or dead) gains Advantage on all Saving Throws against The Deliverer's powers.

  • Immunity: Immune to all Cold, Charm, Fear, and attempts to mentally influence him.

  • Chimney Transit (Teleport): Can teleport into any structure that contains an inactive fireplace, or any vent, pipe, or opening large enough for a newborn to pass through.

Sanity Threat (The True Horror)

Santa Claus is a profound threat to sanity in the Wretchedverse.

  • Presence Sanity Loss: Any character who witnesses The December Deliverer (his true form, not just a disguise) must make a DC 15 SANITY Check or lose $1d4$ Sanity.

  • The Workshop (Environmental): Anyone who enters The Deliverer's domain (often referred to as the "North Pole") must make a DC 18 SANITY Check every hour or lose 1d6 Sanity. The sight of the endless, tormented little creatures (Elves/Fae slaves) toiling in the cold is often enough to break weak minds.

Roleplaying Notes

  • Mannerisms: Speaks in a deep, booming voice that sounds like grinding ice and breaking bone, but uses unsettlingly cheerful words. Always laughs, but the laugh is a low, sickening Ho-ho-ho that seems to drain the light from the room.

  • Motivation: Unknown. It seems to enjoy the ritual of the night, the consumption of belief, and the punishment of those who abuse the concept of innocence.

  • Bait: Always seeks out those with a hidden moral flaw, using their greed and past sins as the fuel for its gifts.