The Lurking Fear
The Lurking Fear
The Lurking Fear
Jacky Leung
Not for resale. Permission to print or photocopy this document for personal use only.
You may choose to play this adventure with the four pre-generated characters provided.
It is recommended you print and cut out the character details to keep alongside as you
play. Additionally, print out the Appendix: Clues at the end of this document.
If you wish, you may create your own character using these basic concepts:
• You have 10 points to distribute between your Health and Sanity attributes.
• You have 150 points to divide between Charisma, Athleticism, and Wits.
• Write down a name of this character, and some a backstory on what brought them
to the Catskill mountains in the southeastern portion of New York state.
Throughout the course of the adventure, your Health and Sanity will change, there are
even instances where your attributes may also be reduced. If your Health or Sanity drop
to 0, your character dies or goes insane. You will have to try your luck again, you can
choose the same character or a new one.
In general, when you are making a roll (which is also called a test), you roll your
percentile die. If your result is lower than the target number, you have succeded in the
test. If your result is equal to or higher than the target number, you have failed the test.
Some tests will specify consequences for both successful and failed results (if any).
Lola Jenkins
(Socialite, 28) 4 6 65 35 50
William Bartley
(Journalist, 43) 5 5 50 45 55
Joseph Carter was the star athlete of his youth football team and
decided to try his hand as a private detective after demobilization.
His blunt demeanor sometimes becomes a source of discourse with
others but he means well. A few drinks later and Carter can be
quite jovial, and definitely a looker amongst the ladies.
Joseph Carter
(Detective, 38) 6 4 45 65 40
Whispers and fears from the natives direct you to the deserted
Martense mansion that slumbers atop the ominous, dreary
mountain.
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Lose 1 Sanity
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You spent the next two days in your hotel room, the experience
left your body decrepit and your mind manic. By the third
day, the local apothecary prescribed social engagement and
stiff drinks to curtail your edge. Begrudgingly, you depart your
room and make your way to the hotel’s central lobby where
the rustic decor is the most pristine within this small village.
(continue reading...)
You choose not to abandon this quest for the lurking fear.
The uncertain and ethereal seemed desirable compared to
any enlightenment. Your mind fog dissipates as the morning
wanes, you notice several investigators in the hotel parlor,
though an inquiry with the town hall may furnish records
of the dilapidated mansion, or a visit to the local church to
remedy your bruised conscience from Bennett and Tobey’s
disappearances.
(continue reading...)
Return to Lefferts Corner & visit the Town Hall (pg. 11)?
Or explore Martense Mansion (pg. 15) again in daylight?
10
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11
You leave the building and ponder your next steps. Perhaps
you may find some information from your colleagues back
in the Hotel Parlor (pg. 9), otherwise you may stopover the
Church (pg. 13) to reflect your conscience before daring to
explore the Martense Mansion (pg. 15) again.
12
13
14
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15
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16
17
Monroe steps ahead and finds ones of the larger galleries within
the abandoned estate with adequate space to furnish fortifications.
You both break the furniture to brace the doors and tower over the
large windows on two of the walls. Over the fireplace mantle, you
notice another portrait of the fabled Jan Martense as his ominous
heterochromatic eyes trace behind you at every corner of the room.
You and Monroe suspect your choice of refuge has made you both
like caged prey for a stalking darkness ready to pounce.
(continue reading...)
18
Another bolt flares upon the dark sky and the visage is no
longer there. You and Monroe remained on the remainder
of the night before exhaustion came and you fell into a deep
slumber. (continue reading...)
19
20
Lose 1 Sanity
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21
22
THE END
23
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24
You begin to pry the wooden coffin lid with all of your
strength.
25
26
Eventually, the tunnels began to slope upward into an incline. You pray that
the exit looms ahead for you soon and based on your directional senses,
you hypothesize that you’re headed toward the Martense homestead.
(continue reading...)
27
The sound of another storm rolled through the threshold, you did
not wish to be caught in the midst of the charred woodlands only
to join their ranks. You scurry upward before a flash of demonic
lightning revealed a horrid silhouette and blood-curdled eyes. You
stared into the precipice of life and death. A bolt of lightning flashed
again and struck near the tunnel threshold which presented your
moment of opportunity.
28
THE END
29
(continue reading...)
30
31
Lose 1 Sanity.
Do you use your pistol and strike the creature? (Go to pg. 33)
Or do you wait and hope the creature leaves? (Go to pg. 34)
32
33
34
THE END
35
Lose 1 Sanity.
(continue reading...)
37
THE END
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