The Dare

General Conversion Notes

The Dare can be played using the original framing. The only difference from standard Liminal Horror rules is that you will be playing as kids (so the ages will be different than standard play). Use the pre-generated characters provided to jump right in. The introduction to The Dare addresses playing as youth, and includes Rated PG and Rated R options, depending on the table’s comfort.

Alternative Framing

An alternative play mode will be to play The Dare as adult Investigators, drawn to the house to investigate anomalous activity/brought in to look at a string of strange disappearances over the past century. This is a perfect framing for This Mysterious Life and using the Liminal Horror Pre-Gens as well as using the supplemental ruleset: Documentary Mode.

  • An alternate Conversion Guide has been written for The Dare (Remix) - where you play as adult Investigators.

Expanding the Scenario

There are a few ways listed on Page 5 that you can use to expand the scenario (p.5):

  • Play Roger’s initial encounter with the kids.
  • Play the vignettes of getting ready for going to the home.
  • Allow an investigation phase between Roger’s dare and the events of the module in order to learn some of the info found on page 19.
  • Roleplay the approach to the house.

Mechanics

SIZE

There are some equations to determine size stats. A size 40 is a kid who is around 4’11’’ and 108 pounds. A size 35 is a kid who is 4’10’’ and 90 pounds. Luckily each pregenerated kid has a size number, so you can just reference that when the adventure gives you SIZ limits, or just use rolls and play it by ear. For quick reference:

Name Kyle Kylie Darren Darlene Joey Rich Rachel Paul Pauline Jay Julia Joe Sherwood Shirley Charlie Harry Harriette
SIZE 35 45 45 60 40 40 30 35 35 55

Checks

Any time the text calls for a check (Strength Check, etc) using the Liminal Horror Save mechanics. You can have it be a comparable Save to the Isle’s attributes (Strength = STR) or have it be whatever makes sense for the narrative and not dictated by the text.

Many of the checks in the adventure hide information. Since there is no perception roll in Liminal Horror, information is not kept behind a roll. If the Investigators are taking care and would reasonably access the information, provide it freely. Most of the conversion notes have the skill roll and explain how you’d parse the information out instead of making the players roll.

Stress

Encountering otherworldly things for the first time, dangerous traps, and other gross things will result in Investigators taking Stress. While not indicated in the text, use the judgment as a Facilitator as to when to doll out that tension.

  • 1 Stress: Witnessing something horrid.
  • 1d4 Stress: Particularly horrific scenes or the abilities of minor horrors.
  • 1d6 Stress: Abilities of major horrors.
  • 1d8+ Stress: Abilities of particularly monstrous entities or witnessing events not meant for human eyes.

Stress values will be noted in the conversion notes, but a table for quick conversions can be found here:

Call of Cthulhu Liminal Horror
0/1D2 1 Stress
0/1D3 1 Stress
0/1D4 1 Stress
0/1D4+1 1 Stress
0/1D6 1d4 Stress
1/1D6+1 1d4 Stress
0/1D10 1d6 Stress
1/1D10 1d6 Stress
2/2D10+1 1d6 Stress
1D10/1D100 1d8+ Stress

Fallout

Fallout is a pivotal addition to adventures using Liminal Horror. It shows how the Investigators become weird and changed. It also can be used to reinforce the themes of the adventure. You can use the many generic Fallouts already released from Liminal Horror on the website. You can also create Custom Fallout (there is advice on how to do so here). For this adventure, using the themes of corruption, rebirth, vermin, witches to theme your custom fallout.

Finding Equipment

Most weapons do 1d6 unless stated otherwise. Improvised weapons are either 1d4 or 1d6, bulky. The conversion notes will be listed but can be referenced here for Call of Cthulhu to Liminal Horror

  • Minor (punch, kick) 1D3 = d4
  • Moderate (guns, knives) 1D6 = d6
  • Severe (high caliber round, fire, explosions) 1D10 = d8
  • Deadly (car going 30 mph, close to an explosion) 2D10 = d10
  • Terminal (hit by speeding car, closer to an explosion) 4D10+ = d12

Morale

Morale simulates an entity’s desire to survive.

When in a group, adversaries must pass a CTRL Save to avoid fleeing after taking their first casualty and again when they lose half their number. A group may use their leader’s CTRL in place of their own. A lone adversary must pass a CTRL Save when grossly outmatched or when their HP is reduced to 0. Entities that flee may regroup and return to counterattack. In this case, make an additional CTRL Save.

Some entities (Rastis, Rodger, Evelyn) don’t make morale checks.

Die of Fate

  • Sometimes randomness is required.
  • Roll 1d6 to consult the die of fate.
    • 6: Good Result
    • 4-5: Mixed Result
    • 1-3: Bad Result

SURPRISE

If the Investigators are unprepared for combat, be that through ambush or betrayal, have each Investigator make a DEX Save for a chance to act before their adversaries.

  • SUCCESS: The Investigator may act before their adversaries.
  • FAILURE: The Investigator does not get to act during this initial round.

After this initial round, combat proceeds as normal.

Conversion Note Keying:

The following is split into the sections of the book, with entries starting with page numbers for quick reference. Most of the conversion are around the different system checks the text calls for. For ease of navigation, I will present the notes as such:

  • (Page X) Check: What you should do instead for Liminal Horror.

Entries that are under a specific Heading are as follows:

Heading (p.x): Note

Introduction (p.3)

  • (Page 3) Roger is played exactly as he is presented in the text, as a bully who brings the players deeper into the witches web.
  • (Page 3) Remember that the witch can seal the house, making the Investigators unable to leave.

PG vs R (p.3): Two Scenario Options - this advice holds true and is up to your table how to play.

Setting Note (p.4): While written for the 1980s, could easily be ported to modern day. Just make the storm interfere with the cell signal.

Running the Dare (p.4)

  • (Page 4): The witch’s Seal House spell can be used to trap the Investigators, making the only way out the tunnel under the front porch, or killing the witch.
  • (Page 4): The text’s advice of “SAN checks should be called for the first two times the kid investigators encounter each type of creature.” holds true, but instead it is:
    • Kid Investigators should take 1 Stress for the first two times they encounter each type of creature.

Begin the scenario as the kid investigators enter the house (p.4-5): As noted above, most tools do 1d6 damage. You could decide that some of the smaller tools do 1d4, or that the larger items are bulky (require two hands/two Inventory slots) for the kid Investigators.

Use the Vermin (p.5): See Rastis’ monster entry for more details on his abilities.

Use Evelyn (p.5): See her monster entry for more details, but the referenced - Mesmerize Spell: Target makes a CTRL save. On a success take 1d4 Stress. On a fail the target carries out a single command of the caster.

Use Stress: As a means of shifting tension and pace (see Stress)

The Storm

Have a storm that progressively gets worse going on outside.

  1. Drives the kids into the house.
  2. Complicates the investigation by introducing additional sounds.
  3. Adds narrative and sensory elements.
  4. Lightning could catch the house on fire.

The module lists a bunch of ways you can use the storm to add to the scenario (p.5)

The storm crescendos when Roger’s true nature is revealed and ends when (1) the witch is defeated, (2) they escape, (3) they get eaten.

A Short History of the Barnaker House

(page 6) Timeline:

  • Evelyn Barnaker was a witch from New England
  • Moved to the kids’ hometown in 1866
  • Husband had “died” during the civil war and left her a fortune that she used to build the house.
  • 1866-1885: regular disappearances of children from the surrounding area. She avoided capture or suspicion.
  • 1885: Evelyn disappeared below the home as her transformation made her unable to live in society.
  • Every few years the house would be sold or rented. Strange phenomenon would occur including but not limited to missing pets, signs of haunting, and the disappearance of their child.
  • 20 years ago the Briggs family moved in and suffered the home’s curse, leading to the youngest child disappearing.
  • The past 20 years: The house has been abandoned and stood vacant.
  • 5 days ago: Roger broke in the house to try and burn it down and was consumed by Evelyn and made into a skin puppet.

The Barnaker House (p.6)

The Exterior of the Barnaker House (p.7)

(page 7) Notice Stuff Any kid Investigator that would be looking around and scoping the house, especially up above, sees the bats.

Fence

(page 7) Gym Class Roll: Kid Investigators should make a Save (STR or DEX depending on their approach). On a fail take 1 damage but make it over the fence with a lot of effort.

p(age 7) Fix Stuff: If the kid Investigators have tools that could be used to pick a lock (within reason) they can attempt to. The risk of a failure would be breaking the tools they have, or taking 1 damage from the cold rain/hurting their fingers in the process.

The Yard

(page 7) Gym Class: Make a Save (STR or DEX) to attempt to climb the tree. On a failure they fall and take 1d4 damage.

(page 7) Nature: No roll, but a kid Investigator must have some sort of background knowing some plants and take the time to pay attention.

(page 7) Warn the kid Investigators about the unknown types of plants in the overgrowth.

  • If they proceed without paying attention or caring, make a Die of Fate roll. 6 avoids any contact, 4-5 a quick brush with hazardous plant (1 damage), 1-3 they come in contact with poison ivy that they don’t realize until they enter the house (take Wound - Rash)
  • If someone took time to notice some of the plants to avoid and tells their friends, make a DEX save when entering the tall grass to avoid the 1 damage from hazardous plants (on a failure).

(page 7) INT: Anyone closely examining the yard will notice the absence of sports equipment.

Exterior Map (p. 8)

The Shed

(page 9) “Worried (or cautious) kid investigators might easily pick up a weapon here” (see Finding Equipment)

(page 9) Fix Stuff: Kid Investigators looking for tools will find some in usable shape. They can take the tools with them to aid in any rolls (or make a situation not risky and avoid the need for roll) when in the house.

(page 9) Nature: Any Investigator taking the t time to look will see signs of rats but no other animals (1 Stress).

(page 9) Play With Matches: Anyone taking the time to look will find kerosene. The whole can’s contents will burn, doing d6 blast damage, and burning for 1d3+3 rounds (with d6 additional burning damage per round).

Fish Pond

(page 9) Notice Stuff: Anyone paying attention will see the shadow of the cat disappearing around the house.

(page 9) Nature or Science Stuff: Any Investigator examining the offal will notice it is mostly fish guts (Rated R): And if they take the time they will see that one piece is too large to be fish or wildlife (has to be from a butcher shop, right?) (1 Stress)

Roger’s Actions - R: The crushing of the wasps causes (1 Stress)

The Cistern

(page 10) Telegraph the boards of the hatch being rotted. If they choose to stand on it have it break (no Luck roll)

  • (page 10) Gym Class: If any Investigator was standing on the hatch when it breaks, have them a Save (based on how they avoid falling in). Anyone in reach may try to grab hold of them but a failure will bring them into the water as well. Any who fall in the water take (1 Stress).

(page 10) Anyone in the water takes 1 damage every 5 minutes in the water due to the cold. If they take Critical Damage they begin to drown (Wound).

(page 10) R-Rated: The dead dog floats up. Anyone who sees it the dog recognizes it as Rex takes (1 Stress).

(page 10) Int: If the Investigators took time to look through the shed they remember there are chains or other helpful items.

The Front Porch

(page 10) Anyone crawling beneath the porch must make a DEX save or be surprise attacked by a Rat

The Interior (p.10)

Noices

(page 10) Notice Stuff: Anyone listening close will hear the scuttling of rats, but it can be hard to hear over Roger’s obfuscation.

Ground Floor Map (p.11)

Lighting

(page 12) Science Class or Nature Roll: Anyone with experience around candles, history, or basic science will be able to tell these are made of fat.

(page 12) Spooky Stuff: If any of the Investigators make the connection to animal fat, Roger will tell them that that witches also used candles for black magic spells, and they used the fat of newborn babies to make the candles (1 Stress).

The Entry Hall

(page 12) Hearing the chiming clock but realizing it has no insides causes (1 Stress).

(page 12) Be Sneaky: Entering the house quietly will let you spot rats in the parlor and kitchen.

(page 12) Nature or Science: Taking time to look at the plants, the realization occurs that they could not thrive in these conditions (dim light, no water, etc) and someone must be caring for them (1 Stress).

(page 12) Notice Stuff: Examining the back entry. reveals that the back door was broken into and made to conceal that fact.

(page 12) Be Sneaky: Entering the Back Entryway quietly will let you spot a rat running off into a hole in the floorboards.

Kitchen

(page 12) Luck: If searching the cupboards, use the Surprise mechanic for starting combat. Each Investigator makes a DEX save. Success they avoid the Rat attack, failure they get hit once by the Rat (1d4).

(page 12) Nature: Examining the bones makes the realization that it is not from an animal but instead the arm bone of a child (1 Stress). It has clearly been here for decades.

(page 12) Fix It: With tools and time they can fix the telephone. Using the phone, and it’s strange messaging, causes (1 Stress).

(page 12) Weapons can be found without a roll, but beyond the small knives (1d5 - just divide a d10 by 2) it takes time to find. It takes someone really searching to find the larger blade with blood flecks (1d6) that causes (1 Stress) when its recent manufacture is realized.

Dining Room

(page 13) Notice Stuff: Any Investigator examining the room and paying close attention will notice the slow leak which draws attention to the damaged ceiling.

The Parlor

(page 13) Pocket knife (1d5 - just divide a d10 by 2).

(page 13) STR: Opening the flue is difficult. Make a STR save to open. On a success you do so with ease, on a Failure you strain and push and linger below it too long, having the dead raccoon fall on you (1 damage). Everyone seeing the raccoon takes (1 Stress).

(page 13) Nature: Examining the remains of the fire show that it is only a day or two old.

(page 13) Notice Stuff: Searching the room will reveal a iron fireplace poker (1d6 damage) under the coach.

The Living Room

(page 13) Sanity: Seeing Rastis spring to life, when originally thought to be a stuffed creature, causes (1 Stress).

(page 13) Finding the picture of the Briggs family with their eyes scratched out causes (1 Stress).

Upper Floor (p.14)

Foreshadowing, Literally

(page 14) Notice Stuff: Don’t keep the lurking shadow hidden by rolls, and instead hint at the dark forms passing by the window (but still elusive).

General Notes

(page 14) Looking at the mirrors and seeing the reflection causes (1 Stress).

(page 14) Getting to the attack requires standing on the banister, dragging furniture, or lifting each other up. To boost someone up the lifter must make a STR Save. A failure causes them to drop the lifted Investigator and they either:

  • Fall to the ground at the top of the stairs (1d4).
  • Fall down the stairs (1d6)
  • Tumble down the stairs violently (1d6 + a broken piece of equipment).

The Girl’s Bedroom

(page 14-15) Notice Stuff: Examining the space reveals the height marks on the door frame with the name Donna at the top. Confirming the story of the Briggs family causes (1 Stress).

(page 15) Gym Class: Only enough space for two kids to fit, requires a roll to climb (risk being falling for 1d4 damage).

(page 15-16) Be Sneaky: Entering the attic requires a Save to being quiet enough not to wake the bats. Failure means one or two bats wakes up and starts flying around.

  • The bats fly around and the Investigators make a CTRL save to avoid taking (1 Stress) and causing more bats to swarm.
  • The bats swarming means everyone must make a CTRL Save to keep their cool. Failure causes them to thrash about and take (1d2 damage) from the swarm. The swarm lasts 1d4+1 rounds.
    • Anyone who keeps their cool has the chance to notice that the bats avoid Roger and he doesn’t react at all.

(page 16) Notice Stuff: Searching the attic reveals a small space (where only an infant or something as small could fit) when something was playing with toys (1 Stress)

Upper Floor Map (p.15)

The Sewing Room

(page 16) INT: The first person in the room mistakes it for being a living person (1 Stress), Roger makes fun of them.

(page 16) R-Rated: Investigator takes (1 Stress) for finding the doll of themselves.

(page 17) Notice Stuff: Partially obscured and hard to see is a door to the staircase on the other side of the the room. Any Investigator searching the room will find it, and those who take a moment to scan from the entrance will notice as well.

(page 17) Luck: The steps are water damaged and in very bad repair, creaking with any weight put on (telegraph this heavily). DEX Save to navigate up them safely without breaking a step (1d2 damage).

Using Rastis

  • Spells:
    • **Evil Eye: **Afflict the target with bad luck, making normally safe rolls risky.
    • Mesmerize: Target makes a CTRL save. On a success take 1d4 Stress. On a fail the target carries out a single command of the caster.
    • Drown Mind: Overwhelm the target’s mind, rendering them unconscious.
    • Implant Fear: Implant a fear in the target’s mind. The target must make a CTRL save to approach, do an action, or attack the object of their implanted fear.
  • Tricks and Traps - DEX Save instead of Dodge to avoid falling plants (1d6 damage).
  • Cat Scare and Ambush - No roll to attack, just causes 1d2 damage.

The Cupola

(page 17) Noticing the lights (1 Stress), any kids who have read up on creepy things, legends, cryptic will know these are Will-o-the-wisps that are bound where a body is buried (1 Stress).

(page 17) Using a telescope or binocular notices the body of a child (1d4 Stress instead)

An Alternate Encounter

(page 17) Reaching the slippery slope takes DEX Saves to keep footing or hold onto something stable until you can navigate back inside (holes leading into the attic). Falling from the roof is fatal. Risks are loosing footing, damaging items, getting hurt.

The Terrible Bat-Thing

STR: 4 DEX: 15 CTRL: 6
HP: 3 Armor: 1

Claw (d6)

  • Grab: The Bat-Thing will attempt to grab a kid Investigator, they must make a successful DEX or STR save to break free. If they fail they are grabbed.
  • Carry Off: If the Bat-Thing grabs one of the kid Investigators it will bring them up into the air (or out the window). Kid Investigators will have another opportunity to break free but will fall (damage depending on height). If the Kid Investigator is anchored securely (holding onto something, being held onto) that can adjust the Save to get free.
  • Shriek: Every other round the Bat-Thing will let out an eardrum piercing shriek, causing a CTRL save being needed to act for that round.

The Scorched Bedroom

(page 18) Playing With Matches It is clear to any kid Investigator entering this space that someone was trying to start a fire.

(page 18) Roger’s Actions -> Be A Pall Any kid Investigator paying attention to Roger will notice his unease.

The Boy’s Bedroom

(page 18) Fix Stuff A kid Investigator can attempt to do a Save to open the drawer (DEX with items to pick the lock, STR to yank it open) or attack it to do damage.

  • DEX risks breaking the items used to open the lock, losing them.
  • STR or Damage risks breaking some of the items in the drawer.

(page 18) Small folding knife (1d6), polished horn (1d6), Telescope (1d6)

(page 18) Emphasize the silver coins.

The Master Bedroom

(page 18) Nature It becomes apparent to anyone in the space that some sort of animal is rotting here.

(page 18) Fix Stuff They can attempt to pick the lock using a Save (risk being they break the items they are using to open the lock), or do 20 points of damage to the door.

(page 18) Seeing the body (1d4 Stress)

(page 18) INT Any kid investigator that examines the body or takes the time to look at the face realizes it’s Old Danny.

(page 18) Sanity/Be A Pal Any kid investigator can examine the body, but must make a CTRL save not to throw up a little (or a lot).

(page 18) Folding Knife (1d6)

(page 18) Science Class Taking the time to look at the body reveals that while choking seems to be the main cause, there are numerous rat bites that caused blood loss (before his death) and the hand was removed post mortem (no blood). With the door locked and no limb it is very suspicious (1 Stress).

(page 19) Nature Taking the time to reflect, its clear rats don’t normally attack people like this (CTRL save or 1 Stress)

(page 19) Spooky Stuff Any student studied in spooky things, legends, history, etc (just ask them if any are) will recall the facts about a Hand of Glory (CTRL Save or 1 Stress to the one recalling this)

(page 19) Notice Stuff Any kid investigator searching through. this space will find the scrap book, and taking the time to look at it will reveal the info (no Reading, Writing, and Arithmetic roll needed)

(page 19) Spooky Stuff Any student studied in spooky things, legends, history, etc (just ask them if any are) identify the significance of February 2nd.

(page 20) Notice Stuff If a kid investigator is is quietly examining the space t hey’ll notice the large Bat-Thing.

(page 20) Sanity That isn’t a normal creature (it can talk, and cries maa maaa?) (1 Stress)

The Attic (p.20)

(page 20) Luck Stepping off the beams onto the drywall that makes the ceiling/attic floor requires a DEX Save or a foot goes through.

(page 20) CON Make a Save (could be STR or CTRL) from all the bat waste, on a failure cough for 1d4 rounds.

(page 20) Attempting to climb out the roof results in an attack from the The Terrible Bat-Thing like the Alternative Encounter in The Cupola on page 17.

(page 20) Going onto the slippery roof takes DEX Saves to keep footing or hold onto something stable until you can navigate back inside (holes leading into the attic). Falling from the roof is fatal. Risks are loosing footing, damaging items, getting hurt.

Optional Encounter: Ace Arrives

(page 21) Sanity witnessing causes (1d4 Stress)

(page 21) Ace’s snub-nosed revolver does 1d8 damage but only has five rounds left. No BB-gun skill, but if using the R-Rated mode, have them need to make a STR save to keep ahold of the gun after firing. On a failure it flys out of their hands and they need to pick it up again.

The Basement (p.20)

(page 21) SIZ The windows are narrow so only a smaller character can get through (see Size for quick reference) with size 40 or smaller fitting through.

(page 21) Science Class Any kid Investigator examining the scraps in the furnace will notice they’re the belongings of a human child (1d4 Stress)

(page 21) STR Combined strength of 25.

(page 21) SIZ (see Size for quick reference) - must make a successful save to scale the coal. On a failure cause coal dust that requires a STR or CTRL save of everyone else or they cough for 1d6+1 rounds. They must try again if they failed the first time, and if they fail a second time a nest of baby rats falls on them (1 damage +1 stress).

(page 21) Notice Stuff If they search the space they find the intact jars filled with human eyes (1 Stress)

(page 21) Notice Stuff The well-concealed door is revealed if they take the time to search the space.

(page 21) Gym Class Must make a Save to get to the book or get close enough to hit the The Rat-Thing Librarian.

  • The risk of failure is falling (1 damage), being attacked, etc.
  • Failing to hold on multiple times makes the section of the shelf collapse, causing 1d6 damage to those around and damaging the old book (making it cause Stress to read under the damaged strain)

The Rat-Thing Librarian

STR: 4 DEX: 15 CTRL: 6
HP: 4

Bite (d4)

  • It is wearing glasses and moving with purpose causes 1 Stress upon witnessing.

(page 23) EDU It is apparent to anyone looking that this is the oldest thing they’ve ever seen (it must be hundreds of years old… its 200). Taking the time to read it gleans the information on Handout 1.The feeling of dread and wrongness is palpable and reading it causes (1 Stress) and the reader must make a CTRL save while reading. A failure could mean:

  • Pages disintegrate (1 Stress) as the information is imprinted on their memory forever like a vision.
  • Bookshelf collapse 1d4 damage
  • the dead rat librarian springs to life for one last attack (1d4)

(page 23) Spooky Stuff It is clear to any kid observer that this place is something that belongs to a person who practices dark magics, and that this is not fake but very much real (1 Stress)

(page 23) Sanity Making the connection that this is the woman in the mirrors causes (1 Stress)

Attic Map (p.22)

Basement Map (p.23)

Fighting Evelyn (p.24)

(page 24) Spooky Stuff If they kid Investigators found information on vulnerabilities, they can remember them without a roll (even if the players may have forgotten). If they missed each clue completely and got to this point, but realize it’s a witch, well that is really tough. You could have them think back on what their characters would know about witches and make a CTRL save to come up with an idea, but failure would mean you give them the wrong info and their characters really believe that will work.

  • Silver and Iron: Stalls her regeneration, making damage permanent. Damage is instead 1d6 piercing.
  • Fire: causes her to react in terror. If she cannot dampen the flame (requires focus for one round) flames can do d8-d12 damage to her depending on their size.
  • Connection to Rastis: If Rastis is slain, she is stunned for 1d3 rounds and loses 5 max HP. Killing masses of her children also can have a similar effect.
  • Reflection: Showing her her reflection makes her recoil in horror and she cannot act for 2d3 rounds. If she is attacked she regains focus in 1d3 rounds.

Beneath the Basement

(page 25) Be Sneaky Make a Save to approach unnoticed (most likely a DEX Save)

(page 25) POW Each kid Investigator must make a CTRL Save.

  • Succeed: they see the vile hag in her true form.
  • Failure they see their own grandmother. They cannot attack Evelyn and will only attack her minions if attacked first unless the spell is broken or they make a successful CTRL Save. They can make another CTRL save to break the illusion (page 26)

(page 25) Sanity 1d4 Stress seeing the vermin craw over the witch, 1d6 if it’s their grandma.

(page 25) Unnatural Birth deals 1d4 Stress.

(page 26) Witnessing another child be eaten by Evelyn does 1d6 Stress.

(page 26) Danny the vagrants hand that has been turned into a hand of glory. A black candle with a violet flame. Extinguishing the flame removes the seal on the house (allowing exit). A Save is required to hit the candle up high (either DEX or STR) along with an item to hit it.

(page 26) INT Any kid investigator taking the time to look around who notices the water trickling down (and who saw the cistern) will realize that connects to that body of water. Each attack has a cumulative 5% per point of damage done chance of breaking the wall (roll a d100, with the target being 5x the damage done to the wall. If they roll equal or under the target, the wall collapses). The 1-2 feet of water slows people down as they navigate through.

Tunnels Map (p.27)

The Battle Against Evelyn (p.28)

Evelyn

  • Mesmerize Spell: Target makes a CTRL save. On a success take 1d4 Stress. On a fail the target carries out a single command of the caster.
  • Power Drain: Drain the essence from a target (drain 1d4 STR), the caster can then attempt to temporarily add the drained strength to another target.
  • Wrack: Temporarily blind and incapacitate a target. After 1 round the target may make a CTRL save to break free (at the cost of 1 Stress) or if the caster loses their concentration.

Bringing Down the House

  • Each attack has a cumulative 1% per point of damage done (roll a d100, with the target being the amount of damage done). If they roll equal or under the target, a 5x5’ part of the ceiling collapses). This rubble causes 2d6 points of damage. The Investigator making the decisive blow must make a Save in order to doge out of the way.
    • Shovels or other piercing equipment has a 5% (or even 10% if designed for that type of work) cumulative chance.
  • Explosives have a 5% per damage done cumulative chance.
  • When the ceiling is coming down the Facilitator should make a Die of Fate roll. On a 1-3 a 10x10 section of wall falls doing 3d6 damage. On a 1, stones continue to fall from the ceiling and must be avoided (causing 1d6 to any they hit). If it continues for too long the entire ceiling will give way.

Rastis

  • Implant Fear: Implant a fear in the target’s mind. The target must make a CTRL save to approach, do an action, or attack the object of their implanted fear.
  • If Rastis is slain, Evelyn is stunned for 1d3 rounds and loses 5 max HP.

Roger (and other reanimated corpses)

  • Large knife (1d6 damage)
  • If needed Ace, his brother, can be reanimated to join the fight. STR 10 DEX 6 CTRL 3 HP 3, Femur club (1d6). Large groups that need additional challenge can have Danny the Vagrant come join STR 10 DEX 5 CTRL 3 HP 3, Fist and stump (1d4).
  • If using a dead kid Investigator, use a new STR score or 9, with HP at a 3.
  • Skin Servitors (Roger, Ace, Danny, any dead Investigators) only take 1/2 damage from blunt objects. On death they release hundreds of spiders, worms, and vermin from the shell of skin, causing (1d4 Stress).’

Ending the Scenario: Closing Scenes (p.30)

Creature & Character Statistics (p.31)

Roger

STR: 10 DEX: 9 CTRL: 5
HP: 5
Large Knife (d6)

  • Defenses: only take 1/2 damage from blunt objects.
  • Reveal the Truth: Kid Investigators will take (1d4 Stress) when it becomes revealed what Roger is.
  • Skin Servitor: On death they release hundreds of spiders, worms, and vermin from the shell of skin, causing (1d6 Stress).
    • Other Skin Servitor that can be added for new challenges have the following stats
      • Ace - STR 10 DEX 6 CTRL 3 HP 3, Femur club (1d6).
      • Danny the Vagrant - STR 10 DEX 5 CTRL 3 HP 3, Fist and stump (1d4).
      • If using a dead kid Investigator, use a new STR score or 9, with HP at a 3.

Rat Pack

STR: 6 DEX: 12 CTRL: 11
HP: 4
Bite (d4)

  • Swarm Tactics (there are 3d6 rats in a pack): All attacks against a swarm made with conventional single target weapons are impaired. Attacks with the blast tag are enhanced.
  • (1 Stress) upon first encounter with a rat swarm. Subsequent encounters do not stress the investigators out (unless a fear has been implanted).

Bat Swarm

STR: 6 DEX: 13 CTRL: 10
HP: 4
Bite (d3)

  • Swarm Tactics (there are 2d6+6 bats in a swarm): All attacks against a swarm made with conventional single target weapons are impaired. Attacks with the blast tag are enhanced.
  • (1 Stress) upon first encounter with a rat swarm. Subsequent encounters do not stress the investigators out (unless a fear has been implanted).

Rat-Things and Bat Things

STR: 4 DEX: 13 CTRL: 6
HP: 5

Bite (d4)

Rastis

STR: 10 DEX: 16 CTRL: 13
HP: 7

Claws (d6), Bite (d4)

  • Spells:
    • **Evil Eye: **Afflict the target with bad luck, making normally safe rolls risky.
    • Mesmerize: Target makes a CTRL save. On a success take 1d4 Stress. On a fail the target carries out a single command of the caster.
    • Drown Mind: Overwhelm the target’s mind, rendering them unconscious.
    • Implant Fear: Implant a fear in the target’s mind. The target must make a CTRL save to approach, do an action, or attack the object of their implanted fear.
  • Cat Scare and Ambush - No roll to attack, just causes 1d2 damage.
  • Human Speech
  • Psychic link to Evelyn
  • If Rastis is slain, Evelyn is stunned for 1d3 rounds and loses 5 max HP.
  • Rake: If lands a bite he can also Rake with his back claws, doing d4 damage.

Evelyn Barnaker

STR: 12 DEX: 9 CTRL: 18
HP: 12 Armor 1

Festering Bite (1d6)

  • Withered, iron-hard flesh (+1 Armor)
  • Devour: Evelyn is able to devour an immobile opponent (either due to Wounds, grandmother illusions, or a spell), doing 2d6 damage until they are eaten (each round) or pulled free. Friends may try to pull them free (up to two can try each round).
  • Grandmother Illusion: Target kid Investigator must make a CTRL Save.
    • Succeed: they see the vile hag in her true form.
    • Failure they see their own grandmother. They cannot attack Evelyn and will only attack her minions if attacked first unless the spell is broken or they make a successful CTRL Save. They can make another CTRL save to break the illusion. Failure opens them up to be devoured.
  • Spells
    • Create Skin Servitor: takes 15 minutes and skin (which is additional time to properly skin a body). The skin is filled with vermin, reanimating. The Skin Servitor has the same stats they had in life but only 1d6 CTRL. The magical cost of this is high and requires magical replenishment (through eating kids).
    • Dampen Flame: Caster may extinguish any natural flame they can observe. Extinguishing multiple sources requires concentration and magical stamina.
    • See Through Mirrors: the caster can see through any mirror anointed with their blood.
    • Seal House: Seal the house, making it impossible to leave unless the caster wishes it. The conduit focus for this spell is housed in the hand of glory). This does not affect the trap door, or the cistern.
    • Bind Animal: Compel an animal to perform a single command.
    • Call the Black: a complex ritual allowing communion with a dead-god. At times can be used to curry favor, seek a boon, or cast its ire onto your enemies.
    • Candle Communication: speak through candles anointed with the casters blood.
    • Cloud Memory: block a specific memory from the target’s mind.
    • Create Storm: call forth a magical storm.
    • Evil Eye: Afflict the target with bad luck, making normally safe rolls risky.
    • Mesmerize Spell: Target makes a CTRL save. On a success take 1d4 Stress. On a fail the target carries out a single command of the caster.
    • Power Drain: Drain the essence from a target (drain 1d4 STR), the caster can then attempt to temporarily add the drained strength to another target.
    • Wrack: Temporarily blind and incapacitate a target. After 1 round the target may make a CTRL save to break free (at the cost of 1 Stress) or if the caster loses their concentration.

Pre-Generated Kid Investigators (p.46)

Kyle/Kylie (The Book Worm)

STR: 7 DEX: 7 CTRL: 11
HP: 3 Size 35

Unarmed (1d4)

  • Items: Flashlight, backpack, notepad, pencil, a couple of horror comics
  • See page 46 for Who Are You? and What Do Others Know About You?
    • Your character knows about monsters and magic.

Darren/Darlene (The Athlete)

STR: 11 DEX: 15 CTRL: 13
HP: 4 Size 45

Bat (1d6)

  • Items: Thermos of soup, aluminum baseball bat.
  • See page 47 for Who Are You? and What Do Others Know About You?

Joey (The Tough)

STR: 10 DEX: 13 CTRL: 12
HP: 3 Size 45

Knife (1d6)

  • Items: Pack of cigarettes, lighter, folding knife
  • See page 48 for Who Are You? and What Do Others Know About You?

Rich/Rachel (The Side Kick)

STR: 9 DEX: 10 CTRL: 11
HP: 4 Size 60

Unarmed (1d4)

  • Items: bag of candy
  • See page 49 for Who Are You? and What Do Others Know About You?

Paul/Pauline (The Prankster)

STR: 7 DEX: 13 CTRL: 12
HP: 3 Size 40

Slingshot (1d6)

  • Items: joy buzzer, whoopee cushion, flashlight, lots of firecrackers & matches, slingshot
  • See page 50 for Who Are You? and What Do Others Know About You?

Jay/Julia (TheSnob)

STR: 8 DEX: 9 CTRL: 14
HP: 3 Size 40

Unarmed (1d4)

  • Items: swatch watch, members only jacket
  • See page 51 for Who Are You? and What Do Others Know About You?

Joe/Joelene (The Poor Kid)

STR: 8 DEX: 9 CTRL: 11
HP: 4 Size 30

Unarmed (1d4)

  • Items:
  • See page 52 for Who Are You? and What Do Others Know About You?

Sherwood/Shirley (The Scout)

STR: 7 DEX: 13 CTRL: 13
HP: 3 Size 35

BB Gun (1d5)

  • Items: Swiss army knife, bb gun, trail mix, canteen
  • See page 53 for Who Are You? and What Do Others Know About You?

Charles/Charlotte (The Weirdo)

STR: 6 DEX: 13 CTRL: 15
HP: 4 Size 35

Unarmed (1d4)

  • Items: walkman, mix tape

  • See page 54 for Who Are You? and What Do Others Know About You?

    • You read books about dead people, ghosts, and other black magic things.

Harry/Harriette (The Know It All)

STR: 7 DEX: 7 CTRL: 8
HP: 3 Size 55

Unarmed (1d4)

  • Items: microcassette recorder
  • See page 55 for Who Are You? and What Do Others Know About You?
    • Been brushing up on magic and monsters to prove everyone wrong about them being real.

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Liminal Horror is developed by Gobin Archives, Josh Domanski, and Zach Hazard Vaupen