CoC The Bad Place


The Bad Place Page 1 of 11
 The Bad Place © 2003
By Michael C. LaBossiere, ontologist@aol.com
Call of Cthulhu
Legal Information
This adventure is copyright 2003 by Dr. Michael C. LaBossiere. It may be freely
distributed for personal use provided that it is not modified and no fee above the normal
cost of distribution is charged for it. Visit my web site at www.opifex.cnchost.com.
Call of Cthulhu is Registered Trademark of Chaosium Inc.
http://www.chaosium.com/cthulhu/. Chaosium Inc. 900 Murmansk Street Suite 5
Oakland, CA 94607.
Introduction
This adventure is set in the modern day but with suitable modifications it could be played in
any time period. The adventure sends the investigators into the Maine woods
This adventure is set near the town where the adventure  The Demon of Catheway takes place
and is written on the assumption that the events described in the adventure took place about four
years ago. The Keeper can adjust the situation in Catheway to match his/her campaign. If  The
Demon of Catheway has not yet been run, it can be used to draw the investigators into the area
and this adventure can be played after the events in Catheway are settled.
Keeper's Background
In 1744 in the course of unholy research, Andrew Kensworth stumbled across a reference to
 magicke stones in what is now Maine. Through further research he learned that these stones
would allegedly grant  a greatly extended existence at the cost of human sacrifice-specifically a
 praktitioner of magickes. Desiring to extend his life, Kensworth tricked one of his associates,
Andrew Moore, into accompanying him to the new world.
Though it took three years of searching, Kensworth and Moore eventually found the stones.
Believing that any sacrifice would suffice, Moore helped Kensworth capture two victims and
accompanied him to the stones anticipating his participation in the life-extending ritual. Much to
his dismay, Moore found, as Kensworth stabbed him in the belly, that his role in the ritual was as
the sacrifice. In accord with the ritual, Kensworth burned Moore alive and scattered his ashes
between the stones. When the ritual was complete, the ashes burned down into the soil, creating
a permanent dead area.
Not realizing that it was Moore who now had an extended life (of a terrible sort), Kensworth
left the area, planning to lure another wizard there in the hopes of extending his life even more.
Fortunately for the world, Kensworth ran afoul of an even more evil wizard who drained his life
energy into a crystal and then used his bones to make a coat rack.
Trapped within the ash, Moore s life energy writhed in torment, lusting for vengeance and
burning with mindless hatred. Unable to take any action, Moore s hatred and lust remained
impotent for centuries.
When the town of Catheway started to grow, some of the locals came across the dead area.
They found the area disturbing and it became an area of mystery. Eventually the dead area was
mostly forgotten, but a few tales remained.
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After the events of  the Demon of Catheway , Dan Jacobs, sold some of the artifacts possessed
by  the demon and used the money to have cabins built around Miller Pond. The cabins proved
to be moderately popular for hunters and fishermen and brought some revenue to the town.
Jacobs was a bit concerned about the dead area, but his investigation did not turn up anything
particularly dangerous.
Last year, Sam Marsh ran across the stones while hunting. Shortly after entering the dead area
between the stones, Marsh sensed the horror and wrongness of the place and started a panicked
flight from the area. Unfortunately another hunter, Daniel Griffin, mistook Marsh for a deer and
shot him. Expecting to find a deer, Griffin was shocked to find the mortally wounded Marsh
instead. Seeing that there were no witnesses and not wishing the incident to interfere with his
hopes of becoming a judge, Griffin carefully removed all signs of his presence and left Marsh s
body where it fell. Griffin later became a judge and, ironically, his first case involved an incident
in which one hunter shot another.
Marsh s disappearance did not go unnoticed. Worried that something might have happened,
Jacobs lead a search of the area but turned up nothing-Griffin s body had been pulled down
under the ash.
As Marsh s body decomposed, it mingled with the tainted soil of the dead area and revitalized
what remained of Moore. Moore s life energy coalesced around the remains and then infused
them with a twisted parody of life.
Though no longer capable of thought, Moore was still driven by the burning desire for
vengeance. Using his powers he lured animals into the dead area and fed upon them, gaining
strength. Eventually he found he was able to re-animate the corpses of his victims and turn them
into his instruments of vengeance.
Recently Moore sent his minions out to slay those they encountered. Fortunately, only two of
the cabins were occupied at this time. The minions slew all but one of the campers. The sole
survivor, Janet Green, was driven insane and was found wandering in the woods by Jacobs three
days later. Making some sense out of her mad shrieks, Jacobs realized that something was
terrible wrong-perhaps something like the events he had faced earlier. Knowing that the threat
would most likely be beyond the capabilities of the police, Jacobs set out to find people up to the
task of handling the situation.
Getting the Investigators Involved
There are three main options for getting the investigators involved in the situation. First, the
investigators could have rented a cabin from Jacobs. When the show up, they will learn from
Jacobs that the cabins are closed and that their money will be refunded. Being a good judge of
people, Jacobs will lets some hints drop about the situation in the hopes of getting them to aid
him.
Second, the investigators could be contacted by Jacobs. If the investigators participated in  The
Demon of Catheway , they will know Jacobs and he will seek them out in the hopes that they
will help him.
Third, the investigators could be brought into the situation by way of Janet Green. The
investigators might know her or might be investigating her situation at the behest of her relatives
or for their own purposes.
In any case, the investigators need to be brought into the area.
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A Trip to Maine
If the investigators are not already in Maine, then they will need to journey there. There are
two main airports in Maine: the Portland airport and the Bangor international airport. Portland is
the largest city in Maine and is about two and a half hours (driving) from Bangor. Bangor is a
relatively small city and is about two and a half hours from Catheway (driving).
Unless the Keeper is feeling particularly vicious, the trip to Maine should be uneventful.
Investigation
The following provides a guide for the investigators investigation.
Catheway
If the investigators decide to look up information about Catheway, they can find the following
information. Catheway itself is not relevant to the main action of the adventure, but its history
can serve as a bit of a red herring.
Sam Johnson's A Short History of Small Maine Towns: This book is fairly easy to find-most
town historical centers in Maine have a copy or two.
 The town of Catheway, Maine was founded in 1807 by William Catheway. Catheway was the
leader of a very small, but rather unusual, religious group and he founded the town as a religious
community. The religion was surprisingly successful and grew rapidly for a short while and so
did the town. However, this growth turned out to be short lived. In 1810, Catheway was killed by
a robber and the religion he followed declined quickly, as did the town. For some reason, the
town never completely died and in 1896 a small lumber operation started up. This operation
grew slowly over the years, but it grew enough to keep the town alive.
Dr. Deborah Jones' Small Cults of America: This book is a respected scholarly work in the field
of religion and would be known to experts in the field. It could also be found by a search in the
area of small American religions and obscure American cults.
 Sometime around 1800 an Englishman named William Catheway began an obscure cult in
America. Information about the cult is extremely limited, but the few available accounts from
the time period indicate that the cult focused on Catheway who promised protection from the
demons of Hell. According to some rather outlandish accounts, Catheway had an imprisoned
demon which he used to demonstrate his powers over Hell to his followers. In 1807 Catheway
founded a town and populated it with his followers. During this time period, rumors arose that
people were being murdered in the town. There was no official investigation and the followers
always insisted that their fellows had been chosen to go to Heaven. This rather obscure cult
died out in 1810 when William Catheway was killed by a thief.
More Recent Information: Assuming that the events in  The Demon of Catheway took place,
the town is in bad shape and has a rather tainted reputation. While little ended up in the papers
regarding the actual events, rumors circulated about murders that took place in the town as well
as tales of a group of Satanists who supposedly engaged in terrible rituals in the area. According
to the rumors, the Satanists met violent ends as did several of the local residents. Since then
Catheway has all but perished as a town.
Naturally, if the Keeper has run the adventure, he can adjust this background information to fit
his campaign.
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Jacobs
Jacobs will be the best source of information for the investigators. He will be able to tell them
the following.
The Bad Place: According to Jacobs the dead area seems to be composed of fine sand or an ash
like material which is located between four odd stones. The area made him uncomfortable-it felt
as if something were watching him with evil intent. He has nicknamed it  The Bad Place. He
will say that it seems to have some similarity to the famous Desert of Maine, which is an ancient
desert located in Freeport. This desert has been gradually resurfacing for years. He suspects that
the dead area might have something to do with the disappearances.
The Disappearances: According to Jacobs, the first person disappeared about a year ago. Sam
Marsh, from New Jersey, rented a cabin during hunting season and simply vanished. Jacobs
searched for him but found nothing. Jacobs will say that he suspects that another hunter, Daniel
Griffin, had something to do with the disappearance but he could find no evidence.
The last people to disappear were Rick Jones, Bill Keef, and Roger Green. Jacobs will say that
when he checked the cabins it looked like they had just stepped out, intending to return. He did
not find any signs of violence and neither did the state police.
If asked what he think happened, Jacobs will say that he knows that it was something bad and
that it probably involves the dead area.
Janet Green: Jacobs will say that he found Green wandering in the woods alternating between
babbling and shrieking. Most of what Green said was incomprehensible nonsense, but Jacobs
think that she said something like  & the moose& on the loose& .bones and
meat& loose& moose& moose&  Jacobs will say that he has no idea what she might mean.
Janet Green
Janet Green is being held for treatment and evaluation at the Eastern Maine Medical Center in
Bangor, Maine. Unless she recovers, she will probably end up at the Bangor Mental Health
Institution. The investigators can visit her if they are relatives or are able to convince the
attending physician that they are medical professionals or acting on the authority of the police.
Green is 39 years old, a bit overweight and she has brown eyes and light brown hair. Her arms
are covered in scratches from running through the woods at night. Most of the time she sits in her
bed, rocking back and forth while holding a big stuffed rabbit. According to the staff, she
became hysterical after seeing a stuffed moose and tried to tear it apart with her hands.
If questioned, she will start out semi-coherent and talk about how her husband, Roger, wanted
to go hunting and bought her a nice new ring so she would agree. She will then say that they
heard something breaking branches outside. When they went out to investigate, they saw a
moose. She will then say  Something was wrong with the moose& its eyes so dead& its flesh
loose& a loose moose on the loose& it ran right into him& chased me& a loose moose on the
loose&  at this point she will become hysterical and will be sedated.
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Maps
The following details the areas relevant to the adventure.
The Town of Catheway
Catheway is a very small town and has a population of less than 50. There are just over thirty
houses in the town, not all of which are inhabited. The main industry for the town was the
sawmill on Miller Stream, which closed down a few years ago. There has been some talk of
reopening the mill, but this has been only talk.
The remaining inhabitants of Catheway are mostly older people who retired from work at the
sawmill or the associated wood cutting operations. The inhabitants are friendly, although they
will not take kindly to people who are rude or troublemakers.
The houses in Catheway tend to be two story wooden houses, some of which were built in the
1800s. The inhabited houses are all well maintained.
1. Gas Station/Convenience Store: This small store is run by Gus Hawkings. He worked at the
sawmill until he lost an arm in an accident. After that, he used the money from his settlement to
start his store. The store serves the towns inhabitants and it does not make very much money.
2. Grocery Store: This store is now closed down. The building is empty except for the shelves
and such that were not worth removing. The windows have been boarded up. The inhabitants of
Catheway now drive to Bangor or nearby towns to do their shopping.
3. Lodge: This lodge is run by Harold Marquette and his wife Edith. It has twelve rooms and a
common dinning area. The rate is $35/night. The lodge is the most successful business in town as
the deer hunting is quite good on the other side of Miller Stream.
4. Office: This building served as the office for the sawmill and cutting operations. The office is
now closed. This building is empty except for a few items of old furniture that were not worth
shipping out.
5. School: This building was the school for the town. It was closed down by the state two years
ago and has stood empty ever since.
6. The Sawmill: The foundation for this old structure was laid down in the last century. The
operation was modernized in the 1940s but is now shut down.
7. Leland s House: This house was rented by Leland, who was in league with the  demon. The
house is badly run down. There is a lock-box in the upstairs closet which is buried under old
clothes and a variety of junk. It holds $1,542 in cash, a stash of drugs, a scarab brooch from the
 demon, and two modern gold rings (taken from victims). One corner of Leland s old room has
sheet metal on the floor and it is covered with all sorts of burned up things.
The Vault: The vault is located outside of town is a hilly, wooded area. The area had a reputation
as a bad area to hunt (the deer and other animals would sense the presence of the  demon and
stay away) and it is fairly tough terrain.
The Vault
The vault is a solidly built structure and it is made of local granite. The walls and ceiling are
supported by solid granite columns. The doors are made out of thick wood and were treated with
oil and tar to make them last. The hinges are badly rusted and the doors are slightly decayed, but
still work. The doors hang open.
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The vault has been exposed by years of erosion, but it is fairly hard to spot since the granite is
also worn. The interior is dark, mossy and damp and the ceiling is only six feet high. In the vault
are a couple folding chairs, an old card table, a Coleman lamp, a can of fuel for the lamp, and a
plastic cooler. There are cigarette butts and beer cans scattered about on the floor. The area
appears to have been unused for years.
Area Map
This map details the area around Miller Pond. The area is mostly pine woods-the area between
the pines is mostly ground covered with pine needles, allowing easy travel through the forest.
Miller Pond: A clean pond with good fishing.
Miller Stream: A fast running stream.
Hunting Trail: This trail leads back to Catheway and to each of the cabins. It has been worn
down by years of hunting.
1-5. Cabins: These are the cabins owned by Jacobs. Cabin 4 was rented by Marsh a year ago and
most recently by the Greens. Cabin 5 was rented by Griffin a year ago and most recently by
Jones and Keef. The possessions of the missing people have been removed, leaving the cabins in
their original state.
6. The Bad Place: This is the bad place which is detailed below.
Cabin
The cabins are well built, single room structures. Each has a fireplace, a table, two beds and
two chairs. The cabin has three windows and one door, complete with dead bolt. The cabins are
currently locked up with padlocks.
The Bad Place
The bad place consists of four mysterious stones and a dead area between them that seems to
be made of fine ash or grayish sand. If the stones are examined, those with Geology skill will
notice that they do not resemble any stone native to North America. Each stone weighs about
600 pounds. If the ash is examined scientifically, it will be found to be organic in nature and
consistent with the material produced from burning a human body.
During the day the area is unpleasant, but not particularly dangerous. The ash will seem to be
about an inch or two thick with grayish stone underneath it. Those in the area will feel as if they
are being watched by something and will sense that it is rather malign. Any ash removed from
the area will begin to smoke and turn black-within seconds it will be gone. It would take a single
person about an hour to shovel out all the ash using a shovel.
If the investigators attempt to damage the stones or start shoveling ash, etc. Moore will expend
10 magic points to convert the top three feet of stone ash to ash and send his freed zombies to
attack the investigators. He will remain beneath the stone ash unless he senses that he is being
threatened again. In this case he will expend another 10 magic points to transform another three
feet of stone ash to ash, thus freeing himself to attack. He will remain in the ash to avoid being
exposed to the sun light. Investigators on the ash will sink into it and if they are in over their
heads they will start to suffocate. Moving through the ash is like moving through water, but it
does not provide any buoyancy-a smart investigator can move to the edge of the dead area and
climb up the normal soil and pull himself from the ash.
At night the area is quite dangerous. The stone ash beneath the ash converts to ash to a depth
of 12 feet. More importantly, Moore and his zombies will be active. Moore and the zombies can
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rise up in the ash and stand on it as if it was solid ground-it firms up under their feet as Moore
wills it.
Action
The action begins when the investigators arrive in the area and have their first encounter with
Moore or his zombies. If they go out during the day to investigate (Jacobs will suggest this,
saying that there has been no trouble during the day) they should be able to check out the bad
place without incident. If they manage to provoke Moore, the action will begin right away.
Moore will send his zombies up first and then follow himself if things go badly for his minions.
If the investigators decide to wait by the bad place until night falls, they will see the ash glow
as the ash stone beneath it transforms. They will then see Moore and his zombies rise out of the
ash (time for Sanity checks). The zombies will set off in search of animals and people. If the
investigators were careful, they might not be noticed. If they were out in the open or someone
goes mad, they will be attacked.
If the investigators decide to stay in a cabin or decide to search through the woods at night,
they will eventually run into one or more zombies. The zombies are linked to Moore, so he will
be aware of their fates and will send more zombies towards the investigators.
Defeating Moore
Moore can be temporarily defeated by destroying his current focus body. If this is done, his
zombies will collapse but the ash will remain waiting for a fresh victim. The investigators can
put a layer of concrete over the ash which will prevent Moore from getting a new body for quite
some time.
If the ash and ash stone is all removed (down to a depth of 12 feet-this will be easier at night
since it is all ash then) from the dead area, the ritual will be broken as the ash is destroyed. Of
course, the stones will remain.
Dragging the stones away from the area is one way to defeat Moore. As the stones are dragged
away, they will create more ash at the cost of 1 magic point for every foot they are dragged.
When all the stones run out of magic points (each one holds 10 points at the start of the
adventure, minus whatever Moore has used), the ritual will be broken and the ash will transform
into smoke, leaving a pit in the ground. Of course, moving such large stones will be rather
difficult unless the investigators are able to get some heavy equipment into the woods. Clever
investigators with extra cash might even try using a helicopter to lift the stones away.
Damaging the stones is another option. Inflicting 50 points of damage to a stone with a suitable
weapon or tool causes it to crack open. If there are any magic points left in the stone, there will
be burst of sickly green energy that will inflict 1 point of damage per magic point to living things
within 10 feet of the stone. Destroying one stone will put an end to the dead area.
Conclusion
The adventure ends when Moore is defeated or the investigators are defeated. If the
investigators partially defeat Moore by destroying his focus and taking reasonable effort to close
off the bad place (such as pouring concrete on it) they should receive a 1D4 Sanity Point award.
If they permanently destroy Moore they should receive a 1D8 Sanity Point award. In either case,
Jacobs will be grateful for their help and they will be able to use a cabin or cabins whenever they
wish.
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If the investigators are unable to defeat Moore and leave the area, they should lose 1D4 Sanity
Points knowing that more bad things will happen. Jacobs will be forced to close his cabins and
will do his best to keep people out of the area. At the Keeper s discretion he might try to defeat
Moore by himself. This will result in his death and if the investigators learn of this they should
lose another 1D3 Sanity Points.
NPCs
Dan Jacobs
Jacobs is 55 years old and is a retired police officer. He has gray hair (at least, what is left of it
is gray) and a beard. He is an average size man, although he has started putting on weight since
he retired. He dresses casually, except at town meetings.
Jacobs is very dedicated to the town since it is where he grew up and he is the informal leader
of the town. He takes his responsibility very seriously and does all he can do to make Catheway
a good place to live.
Jacobs knows about Leland and his boys and keeps a careful eye on them. They try to avoid
attracting his attention since Leland knows that Jacobs would be able to get the police to come
down on him very hard.
Jacobs has dealt with many crisis situations during his time as a police officer, so he is not
likely to panic if things go wrong. However, he has never had to deal with anything radically out
of the ordinary.
The investigators will find that Jacobs will be willing to aid them, provided they approach him
properly.
Dan Jacobs, Former Cop
STR: 12 Con: 12 SIZ: 13 INT: 13 POW: 11 DEX: 12 APP: 10 EDU: 13 SAN: 55 HP: 13
Fast Talk 39%, First Aid 38%, Hand Gun 59%, Night Stick 50%, Law 32%, Listen 39%, Drive
Automobile 50%, Spot Hidden 56%, Shot Gun 54%
Weapons: 12 Gauge Shotgun Damage: 4D6/2D6/1D6 Range: 10/20/50 Shots: 8,
9mm Semiautomatic Damage: 1D10 Base Range 20 yards, 15 shots, Night Stick: 1D8
Monsters
Moore
Char Scores
STR 18
CON 17
SIZ 15
POW 10
INT 2
DEX 9
HP 16
Move: 6
Damage Bonus +1D4
Weapon: Bite 40%, Damage 1D3, Fist 50%, Damage 1D3+DB
Armor: 2 points dried flesh, and impaling weapons inflict only one point of damage and other
weapons do half damage.
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Sanity Loss: 1/1D8
Description: Though Moore s life energy is distributed through the ash, it is focused in Marsh s
body. This focus enables Moore to make use certain spells and abilities. The body looks very
much like a mummy as the flesh has hardened to a leather-like consistency. The empty eye
sockets glow with dim green malice, creating a horrific effect.
Destroying the body will not  kill Moore but it will end his control over the zombies and
prevent him from using his abilities. If an intelligent creature dies in or partially in the ash,
Moore can use its body to refocus himself, thus enabling him to use his abilities once again.
Moore s live energy cannot leave the bad place/dead area. Should the body be forced from the
area, it will collapse and Moore will be left without his focus.
The ritual that placed Moore in this condition left him vulnerable to light-during the day he is
inactive and if his body is exposed to sunlight it will start to smoke and smolder-sustaining 1
point of damage per round of exposure. Moore will only expose himself to the sun if the bad
place is threatened during the day.
Moore can use the stones to store magic points. Each stone can store up to ten points and
Moore can draw on them at will. Moore acquires these points by killing creatures within the ash.
When he has a focus body, Moore has the following abilities.
Lure: By expending five magic points Moore can create in a living creature a desire to approach
his focus body. The spell has a range of 300 feet and Moore must match his POW against the
victim. If Moore wins, the victim walks towards the body oblivious to its true horror. If the
victim succeeds or if the victim is injured or forcibly restrained while under the effect of the
spell, the spell is broken.
Animate Zombie: By expending 1 point of POW Moore can animate the body of an animal that
has died within the ash. The zombies are described below. Moore has reduced his POW to 10
using this ability and will not use it again unless he needs to create a new focus body.
Shriveling: Moore retains this spell from when he was alive. The spell takes two rounds to cast
and inflicts 1 point of damage for every magic point used in the casting. Given the fact that
Moore has access to up to 50 magic points, this spell is rather dangerous. Fortunately Moore
must overcome the POW of the target for the spell to have effect and Moore sometimes forgets
to use the spell.
Zombies
Moore has created zombies to serve him. These zombies are created by luring or forcing living
things into the dead area at night. Once the creature suffocates in the ash, Moore drains of its life
energy and infuses it with some of his own, re-animating the creature as his servant.
Moore controls his zombies by a mental connection that extends up to five miles at night but
only 800 meters during the day (the solar radiation creates distortion-this could also be created
by artificial means). A zombie that is out of contact with Moore topples to the ground and its
energy dissipates thus reducing it to a mere corpse. To avoid this Moore keeps his zombies in the
ash with him during the day.
The zombies look particularly awful with their dry flesh hanging loosely from their bones. The
ash dries them out and eventually they will come to resemble mummies.
The zombies are driven primarily by Moore s impulses and act accordingly-they do not have
much in the way of strategy.
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Zombie Dogs
Char Rolls Averages Dog 1 Dog 2
STR 2D6X1.5 10-11 10 5
CON 3D6X1.5 15-17 17 10
SIZ 1D6+1 4-5 6 2
POW 1 1 1 1
DEX 2D6 7 10 9
HP 10-11 12 6
Move: 10
Damage Bonus -1D4 -1D4 1D6
Weapon: Bite 30%, Damage 1D6
Armor: None, but impaling weapons inflict only one point of damage and other weapons do half
damage.
Skills: Listen 75%
Sanity Loss: 1/1D8
Description: At the start of the adventure Moore has two zombie dogs. #1 is Shep, a large
German Shepherd. The other is Tico, a Chihuahua. The dogs are used primarily as scouts-when
they find something they return to the bad place and inform Moore. The dogs belonged to Jones.
Zombie Moose
Char Rolls Averages Scores
STR 4D6+18X1.5 45-47 48
CON 2D6+6X1.5 20 22
SIZ 4D6+16 30 32
POW 1 1 1
DEX 2D6 7 7
HP 25 27
Move: 10
Damage Bonus +4D6 +4D6
Weapon: Bite 05% Damage 1D10, Kick 05% Damage 1D8+DB, Rear/Plunge 05% 2D8+DB,
Charge 30% damage 2D8+DB
Armor: 1 Point muscle and impaling weapons inflict only one point of damage and other
weapons do half damage.
Sanity Loss: 1/1D8
Description: At the start of the adventure Moore has one zombie moose. The moose is used
primarily to herd victims into the bad place. Its size makes it hard to resist and its antlers can
inflict substantial damage.
Zombie Bear
Char Rolls Averages Scores
STR 3D6+10X1.5 30-31 32
CON 2D6+6X1.5 20 21
SIZ 3D6+10 20-21 22
POW 1 1 1
DEX 2D6 7 8
HP 20 22
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Move: 14
Damage Bonus +2D6
Weapon: Bite 25%, Damage 1D10, Claw 40%, Damage 1D6+DB, Slap 25% Damage is DB
Armor: 3-point fur and impaling weapons inflict only one point of damage and other weapons do
half damage.
Skills: Climb 30%, Listen 75%, Scent 70%
Sanity Loss: 1/1D8
Description: At the start of the adventure Moore has one zombie bear. Like the moose, the bear
is used to bring victims to the bad place. Unlike the moose, the bear can actually grab people and
other animals and drag them along.
Zombie Human
Char Rolls Averages Jones Keef Green
STR 3D6X1.5 15-17 16 17 18
CON 3D6X1.5 15-17 17 18 15
SIZ 2D6+6 13 14 15 16
POW 1 1 1 1 1
DEX 2D6 7 8 7 9
HP 14-15 16 17 16
Move: 6
Damage Bonus +1D4
Weapon: Bite 30%, Damage 1D3, Fist 50%, Damage 1D3+DB
Armor: None, but impaling weapons inflict only one point of damage and other weapons do half
damage.
Sanity Loss: 1/1D8
Description: At the start of the adventure Moore has three human zombies. They usually travel
together, looking for animals and people to drag to the bad place. Keef s body has a 9mm Glock
in a holster and all three have their wallets.
The Bad Place Page 12 of 12
Handout #1
Sam Johnson's A Short History of Small Maine Towns
 The town of Catheway, Maine was founded in 1807 by William Catheway. Catheway was the
leader of a very small, but rather unusual, religious group and he founded the town as a religious
community. The religion was surprisingly successful and grew rapidly for a short while and so
did the town. However, this growth turned out to be short lived. In 1810, Catheway was killed by
a robber and the religion he followed declined quickly, as did the town. For some reason, the
town never completely died and in 1896 a small lumber operation started up. This operation
grew slowly over the years, but it grew enough to keep the town alive.
Handout #2
Dr. Deborah Jones' Small Cults of America
of religion and would be known to experts in the field. It could also be found by a search in the
area of small American religions and obscure American cults.
 Sometime around 1800 an Englishman named William Catheway began an obscure cult in
America. Information about the cult is extremely limited, but the few available accounts from
the time period indicate that the cult focused on Catheway who promised protection from the
demons of Hell. According to some rather outlandish accounts, Catheway had an imprisoned
demon which he used to demonstrate his powers over Hell to his followers. In 1807 Catheway
founded a town and populated it with his followers. During this time period, rumors arose that
people were being murdered in the town. There was no official investigation and the followers
always insisted that their fellows had been chosen to go to Heaven. This rather obscure cult
died out in 1810 when William Catheway was killed by a thief.
The Bad Place Maps
Cabin
Fireplace
Area Map
5
4
6
Miller
2
Pond The Bad Place
Hunting Trail
3
N
Pine Woods
1
Miller
To Catheway
Stream
To Caribou
Hunting Trail
Miller
Stream
6
1
3 4
2
N
The Vault
House
7
Business
5
To Bangor
The Bad Place Playersł Maps
Cabin
Fireplace
Area Map
5
4
Miller
2
Pond
Hunting Trail
3
N
Pine Woods
1
Miller
To Catheway
Stream
To Caribou
Hunting Trail
Miller
Stream
6
1
3 4
2
N
House
Business
5
To Bangor


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