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Camp Terror
Camp Terror
Camp Terror
TABLE OF CONTENTS
INTRODUCTION..................................................3 Silas & Homer.......................................18
SETTING AND STORY (UP TO NOW)...3 Under the Cabins and in the Woods....18
WHAT’S GOING ON?.........................................5 ACT III: THE TURNER PIG FARM.........19
GAME STRUCTURE AND SCENES.........6 Act III Rules...........................................19
Setting Rules............................................6 The Turner Farm..................................19
ACT I: ARRIVING AT CAMP.......................7 THE MORNING AFTER............................... 20
Act I Rules................................................7 NON-PLAYERS AND EXTRAS.................21
Introduction.............................................8
GM QUICK SETTING RULES
Clues.........................................................9
REFERENCE....................................................24
ACT II: THE MURDERS AT CAMP Act I Rules..............................................24
TERROR.............................................................14 Act II Rules............................................24
Act II Rules............................................14 Act III Rules...........................................25
Around the Campfire............................16
Enter the Slashers..................................17 HANDOUTS......................................................... 27
The Bus..................................................18 CAST CARDS...................................................... 37
A MAD SLASHER
DHR FUNNEL
ADVENTURE SET
DHR2201SW IN THE 1980S
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage
Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle
makes no representation or warranty as to the quality, viability, or suitability for purpose of this product. Copyright © 2022 Dog
House Rules LLC. Karl Keesler, Christopher S. Warner. All rights reserved under international copyright conventions.
C A M P TE R R O R
A MAD SLASHER FUNNEL
S
ADVENTURE SET IN THE 1980
INTRODUCTION
Halloween, Friday the 13th, Nightmare on Elm Street, Phantasm, Prom Night, April Fool’s
Day, Valentine’s Day ... the list goes on and on. The 1980s were fertile ground for the mad
slasher genre of horror movies. Though the first movies featuring a terrifying villain with
a sharp blade can be traced back to the 1960s, slasher terror was at its peak in the 1980s.
This humble offering tries to emulate the feeling of the classic films. Remote location?
Got it. Group of ‘typical’ young people being led to the slaughter? Sure thing. A horrifying
killer, or two, with a blade? Check.
When preparing for this game, be sure to modify your usual social contract with your
players. This is not a game about working together or defeating an underground lair full of
foes and taking their stuff. Instead, the expectation is for the players to make their charac-
ters—the campers—do stupid stuff. The fun in this game is the inventive and novel ways the
campers get killed. Only a lucky few will survive. This is by design. Enjoy it.
And whatever you do, never, ever, say, “I’ll be right back...”
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Camp Terror
Mama Clarity raised Enoch and tended to the kitchen while Old Man Cy handled
the chores of keeping up the camp. Less than a year after Enoch was born, the Turners
welcomed a second child, their daughter Piety. She was a sweet young girl—pretty, happy,
and always smiling. She loved her twisted and ugly brother Enoch.
As the children grew and time passed, Old Man Cy cozied up to the bottle. He was a
mean and angry drunk, often given to viciously beating his children—especially Enoch.
Mama Clarity tried her best to protect her children but was often beaten herself. She felt
relieved when the old man passed from a bout with influenza in 1968. (Rumor has it he was
so drunk he fell asleep in a snowstorm and didn’t wake until morning.)
Mama Clarity and her kids kept the camp going for years after that. Piety was growing
into a beautiful girl, with long blonde hair and sparkling blue eyes. Enoch was ordered to
keep to himself. Mama Clarity kept him away from the campers. She told him he was too
ugly to be seen by decent folks. This didn’t stop him from sneaking out at night to spy on the
pretty young campers in their cabins. Sometimes he got caught, and the girls at the camp
would tell stories of the monster who watched them at night.
In the spring of 1972, Enoch was once again caught peeping on the girls. Instead of
screaming, the three campers invited him in. They flirted with him. When Enoch tried to
kiss one of them, they all made fun of him, telling him they would never let a smelly back-
woods monster touch them. Enoch ran back to the farm. Along the way, he heard rustling
in the woods. He witnessed his sister in the romantic embrace of one of the male campers
under a huge poplar tree. As soon as Enoch got back to the farm, he grabbed a billhook
machete and pig hooks from the tool shed. When he returned, Enoch heard Piety and the
young man, named Alden McCoy, saying their impassioned goodbyes. Enoch watched
Alden walk back towards the camp.
Alden never made it back to his cabin. Enoch killed McCoy and fed the body to his hogs.
And Enoch didn’t stop there. He went back to the girls’ cabin and slaughtered them all.
Somehow, the worst was yet to come. Enoch then led his hogs down the hill to feed on the
corpses of those he’d killed.
The sound of the pigs woke the other campers. A few minutes passed before they wit-
nessed the horrific scene, and Enoch had already fled. The camp counselors used the one
phone at the camp to call the local sheriff.
By morning, the sheriff and state police appeared on the scene. They’d rounded up most
of the hogs and recovered what they could of the bodies. Alden wasn’t found until hours
later and was mostly devoured. He was only identified through a process of elimination.
When the sheriff and the state police went up to the Turner farm, Enoch, Mama Clarity,
and Piety were long gone. The authorities searched the woods for days but never caught
sight of the Turner family again.
That was 1972. The camp shut down, and no one would go near it for more than a
decade. The land and the camp became property of the state. Now it is 1985, thirteen
years after the murders. The legend of Camp Turner, dubbed by the local papers as Camp
Terror, has drifted from memory. Recently, a national corporation bought the property, and
a new generation of camp counselors has arrived to rejuvenate the camp.
Can they survive a night in Camp Terror?
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What’s Going On?
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Camp Terror
SETTING RULES
ACT RULES
Just like a mad-slasher film, Camp Terror has three acts. The rules change in each act of a
movie, so they are going to change in each act of this game. At the beginning of each act is
a list of Act Rules. They only apply when the campers are in those acts.
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Act I: Arriving at Camp
CENTRAL CASTING
Have each player draw two campers, a primary and a secondary camper. During Act I,
each player decides an activity for their primary camper, which must be different from the
other primary campers. Each player’s secondary camper will go with the primary camper
of the player to their left.
When each camper has made a roll at each investigation site, have the characters move
on to the remaining unexplored sites. This time, each secondary camper joins the primary
camper of the player to their right.
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Camp Terror
INTRODUCTION
Read or paraphrase the following to get things started.
It is 1985, a time of loud clothes, big hair, and no cell phones. You’ve been traveling for over an hour
in a hot, dusty, old, school bus painted lime green. Along the side of the bus, are unevenly painted white
letters and the words “Camp Turner.” The bus shakes and rattles, its shocks completely worn-out years
ago, as you climb higher and higher into the mountains of North Carolina. You are a camp counselor,
heading to Camp Turner for a summer job.
It’s a chilly spring morning in the hollow when you arrive. The rolling mountains and hills that
surround the camp are just starting to don the green of summer, as branches sprout the first leaves of
the season.
The dust of the dirt and gravel road settles around the old school bus as it stops at a dilapidated
summer camp. The brakes of the bus groan, and the engine sputters to a stop.
Old wood log buildings circle a clearing. To one side is a path that leads to a calm mountain lake,
known as Shady Lake.
The doors to the bus slide open, and the camp counselors eagerly bounce out, each taking a moment
to look around. You are young, beautiful, and freshly out of high school.
One by one, the campers exit the bus. For their primary camper, have each player answer
the following questions:
• Describe your camper.
• What quip does your camper make as you hop off the bus?
• Why are you going to Camp Turner?
Every player should earn a Benny for their narrative answers.
Remember, more than just the player’s primary camper is getting off the bus. Their second-
ary campers are there as well, but they don’t need to be described until later. We need fodder
to refill the ranks once the killing begins.
As soon as they are all assembled, the camp director, Silas Bennett, asks them to line
up. He lovingly holds a clipboard and pen, and he wears thick horn-rimmed glasses. Read or
paraphrase the following:
“Listen up, counselors. The kids will be here in a few days, and we have to get things ready. There’s
a bunch to do. This camp hasn’t been used for thirteen years, and everything is pretty rough.”
He pauses for a moment as an old man with a long beard, flat felt hat, and bib-coveralls
walks up. The man is small, near 140 pounds, and shuffles more than walks. Silas continues:
“This is Homer. He lives not far from here, and he’s a handyman. He’ll help out.”
Silas is looking for volunteers to handle these five jobs:
• Cleaning the four campers’ cabins, two for boys and two for girls. The boys’ cabins are
named after trees: Beech and Birch. The girls’ cabins are named after flowers: Azalea
and Holly.
• Clearing the grounds of debris.
• Gathering firewood.
• Cleaning and repairing the main building/dining hall, along with the kitchen.
• Scrubbing the dock, cleaning the small dock house, and stocking it with oars and life vests.
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Act I: Arriving at Camp
CLUES
During these scenes, the campers begin to uncover the mystery of Camp Terror. Use this
time to build the tension and foreshadow the slaughter that is coming. Throw in a cheap
jump scare from time to time, like a raccoon running out of a cabin or a camper putting
their foot through a floorboard.
Each location has Plot Point Clues, Secondary Clues, and Assets. Using the Expo-
sition rule (see page 7), give the campers any Plot Point Clues whenever they interact
with the scene for the following jobs and succeed on a skill roll. To reiterate, a failed roll
still gets the main clue, but the camper gets a level of Fatigue from Bumps & Bruises. And
raises can earn additional information or useful items, but aren’t necessary to move forward.
Therefore, you may warn the players against spending Bennies to reroll a failure or achieve
a raise. They will need them later when Enoch is chasing them.
Each job has an interaction with either Silas or Homer, depending on what the
campers find.
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◦ Event: If they read more in Nancy’s diary, Homer will show up suddenly. He will
tell them Nancy Finnagan was one of the girls who died that night thirteen years
ago. If there is a female among the campers cleaning the girls cabin, Homer will
tell her she looks a little like Nancy. He will not answer any other questions.
• Secondary Clue: Also in the diary is an old faded black and white photo with scal-
loped edges showing three girls wearing Camp Turner tee shirts and shorts. Judging
from the fashions, it was taken in the ‘70s. One of the girls in the photo will look like
one of the female counselors participating in this scene, if there are any.
• Asset: Under one of the bunks is a trap door. It leads to a crawl space under the cabin.
GM NOTE: If any of the crawl spaces are used in Act II, the campers will find another
secret door that leads to the tunnels under the camp.
• Asset: The camper finds an old axe handle under the floorboards. Counts as a Str+d6
improvised weapon.
• Asset: You find a rusted railroad tie in here. Counts as a Str+d4 improvised weapon.
◦ Event: If anyone finds the trapdoor in the boys’ cabin, Silas will happen by and
look. He will tell the campers to be careful going down there because it’s a perfect
place for snakes. The camp director says he will head into town on the bus tomor-
row to get some traps.
• Asset: In the cabin is a rusted saw blade. Counts as a Str+d4 improvised weapon.
• Asset: Searching the cabin, they find an old bottle of hooch hidden in an old bunk
mattress. It is still half-filled with 120 proof moonshine.
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Act I: Arriving at Camp
Just beyond the boys’ cabins is a broad path that leads to the lake with a small dock and
equipment shed.
While cleaning the grounds, the campers can find:
• Plot Point Clue: The campers find mysterious rock piles around the grounds. They are
carefully constructed piles, with larger, flat stones on the bottom and smaller, round stones
at the top. They had to be put there recently because they are meticulously balanced.
GM NOTE: Enoch made these rock piles right after the campers arrived. He is trying
to scare them off. He does not want to have to kill them.
• Asset: The campers find an old and rusted bear trap. A Repair roll at –2 fixes it, and it
can be reset. A Critical Failure will set off the trap and injure whoever is trying to fix it.
They will get the One Arm Hindrance for the remainder of the adventure as their hand
gets caught in the trap. Give a Benny if the victim screams on cue.
• Asset: The campers find 20 feet of old hemp rope. It’s rotted, but it might have one
use left.
• Secondary Clue: The campers find some bootprints in the spring mud around the
camp. These old boots are huge, around a size 13.
◦ Event: If the bootprints are found, Homer will appear suddenly and tell the campers
he made them. Anyone looking at Homer, who is a small guy with size 8 feet, can tell
he did not. If they confront him about it, he will tell the campers he may have slid
when he made them. He won’t say more.
• Asset: Searching the grounds, the campers find an old spade shovel. It can work as a
Str+d4 improvised weapon.
GATHERING FIREWOOD
The campers need firewood for the campfire they will have in the courtyard later that night.
To gather it, they must travel a little further into the woods. The terrain here is hilly, with a
dense hardwood forest.
• Plot Point Clue: The campers discover the huge poplar tree, where Enoch killed Alden
because of Piety. Dozens of strange stick dolls hang from its branches, some impossibly
high up.
GM NOTE: Piety has been making the stick dolls for years. Whenever Mama Clarity
lets her roam free, she goes to the tree and hangs a new doll or two. They are all hung
with rope braided from her own hair.
If the campers gather any of the stick dolls, showing them to Piety will make her
Shaken for 1 round.
• Secondary Clue: If the campers look closely, they find several old cut marks about 20
feet up the trunk that have almost grown over. This is where Enoch tried to cut the tree
down after he killed young Alden McCoy.
◦ Event: If the campers notice the cut marks on the tree, Silas will show up. He looks
through the papers on his ever-present clip board and tells the campers this is called
The Lovers’ Tree, something about a legend of Camp Turner. He does not know
anything else about the gigantic poplar.
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Camp Terror
• Secondary Clue: Some of the stick dolls look newly made, and some seem like they
could be a decade old or more.
• Secondary Clue: Carved in the tree about 10 feet up is an old-fashioned heart with
the letters “AM + PT.” If they ask Silas about this, he will not know anything about
the carving. If they ask Homer he acts as if he does not know, but any successful roll to
gauge his honesty reveals he is in fact fibbing.
• Asset: In a pile of trash, the campers find an old knife blade. With some work, (a
Repair roll at –2), they could get an edge on it, making it a regular Str+d4 knife.
• Asset: Digging deeper in the same pile of trash, the campers find a rusty hooded
lantern. There is still a pint or so of lamp oil in it, though it is milky from water con-
tamination. It could burn. Any roll to get it to burn will suffer a –2 modifier.
• Asset: The third item in the pile of trash is an 8-foot length of chain. This serves as
an improvised Str+d4 weapon.
◦ Event: If the campers find the root cellar, Homer will show up. He will tell them
it is best not to mess with it; they can use the refrigerator instead. The cellar could
have any kind of varmint in it, and the stairs look rickety.
If the campers insist on going down, the stairs groan with the first step. On the
second step, the stairs give way, and the camper falls 6 feet (1”). Have them roll
Agility to evade damage. Landing badly (failure) results in a twisted ankle, and the
camper takes one level of Fatigue from Bumps & Bruises. Getting out requires a
successful Athletics roll—one other person can provide Support.
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Act I: Arriving at Camp
• Asset: One of the cabinets has an old box of yellow sponge cake treats with a creamy
middle. They are a decade old but still fresh and edible. The yellow spongy treats will
add a +2 to any attempt to Test Tippy the Monster Hog (page 23) in Acts II or III.
• Asset: Also in the root cellar are 2d4 empty Mason jars, the tops rusted mostly shut.
Getting them open requires a successful Strength roll at –2.
• Asset: The camper finds an old jug of moonshine hidden by Old Man Cy back in the
day. The jug of hooch has enough high proof alcohol to partially fill 2d4 Mason jars.
• Secondary Clue: One of the stories features a photo of Alden McCoy and has a
caption underneath his picture. It says his partially devoured body was found in a pig
pen at the Turner homestead.
• Asset: The camper finds an old flare gun. It is wet and rusted. If a camper rolls a
Failure when attempting to use the gun, it doesn’t fire. If the camper rolls a Critical
Failure, the gun explodes and kills the camper.
• Asset: The shed has a couple of old life vests. They still float. Wearing them offers 2
points of armor to the torso.
• Asset: The camper finds a spool of old braided fishing line.
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Camp Terror
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Act II: The Murders at Camp Terror
PLAYER BENNIES
The Bennies awarded to the players belong
to the players, not their campers. If a camper
dies, they keep their Bennies. If a camper dies
from a Critical Failure, they are awarded a
FIGURI NG OUT
Benny for a spectacular death. THE MYSTER IES
PLAYERS AS EXTRAS At this point, most players will be
The players are very disposable in Act II. eager to get to the best part of the
They are Novice with one wound but still roll slasher film, the killing. Think about
a Wild Die. There is no Wound Cap. There encouraging your campers to stick
are no Soak Rolls. around the campfire for just a second
to compare clues and put some facts
I DON’T HAVE TO OUTRUN THE together. They have pictures, diary
PIG entries, newspaper articles, and
Just like in slasher movies, we expect a lot of other clues to piece together to figure
running away in Camp Terror—at least there out the mysteries:
should be. Instead of a Chase, just do opposed
Athletics rolls. If more than one camper is • The Turner family consisted of
in the scene, they do not have to outrun the Enoch, Piety, and Mama Clar-
threat, just the other camper. Also, skip the ity Turner.
roll for the threat. Whoever loses the opposed • Enoch was caught peeking into
Athletics roll loses the race and gets attacked. the girls’ cabins by Nancy Fin-
The Action Deck is not used for initiative nagan, Sandy, and another girl,
(see Deal Them In below). Any Hindrance who made fun of him.
that would negatively affect initiative gives • Piety was in a romantic way
a –2 penalty to opposed Athletics rolls with Alden McCoy at the giant
to run away. poplar tree when Enoch caught
A camper may opt for a Multi-Action and them. Enoch killed Alden first.
may do something to slow the other camper • Enoch then went back to the
down. Anything is on the table from a trip, to girls’ cabin to kill and feed the
a push, to even flinging a bendy tree branch three girls to his pigs.
back. This is survival! • The pigs were released, and
they are now wild hogs roam-
DEAL THEM IN ing the woods with a taste for
When the killing begins, the campers will be human blood.
spread all over the place. Deal Action Cards to
each player and have them describe the action This can be deduced with the Plot
of their campers in order. If a Joker is dealt, Point Clues and Secondary Clues.
treat it as a Joker. In the end, the campers really don’t
have to know any of this, but know-
HE’S NOT DEAD YET ing the whole story could be fun.
The Slashers can be hurt but never killed in
Act II. The Slashers may be Wounded or even
Incapacitated, but they will always return for
Act III. If they are Incapacitated in Act II,
they return with one Wound in Act III.
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AROUND THE
CAMPFIRE
Have the players describe what they are doing
to start the scene. To help, remind them what
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Act II: The Murders at Camp Terror
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Camp Terror
If things are going slowly, turn the lights out. The fuse box for the whole camp is on the
side of the main building. The only phone in the camp is in the kitchen in the dining hall.
It’ll work for a moment if the campers think to try it. After that, the phone will cut out, too.
Either Enoch or Piety will then appear in the window looking for them.
Let the fun begin. When a camper dies, the player draws a new camper. The player
keeps all their Bennies and is not awarded more except for Critical Death or Heart Attack.
THE BUS
When things get rolling, the campers will try the bus. All it takes is a gentle reminder, and
they will rush to it like a moth to a flame. Problem is, Enoch tore all the brake lines out
earlier that night. Unless the campers specifically check before they start up the bus, they will
not know. Starting the bus requires a Repair roll—probably a desperate one with a slasher
in hot pursuit. The dirt road out is long, twisted, and not very well kept.
On the first round, the campers must make a Driving roll to keep from crashing the bus.
Each round thereafter requires a Driving roll at a cumulative –2 to keep from crashing. If
they make a final Driving test at –6, they have gained control over the bus and can drive to
town; they have escaped.
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Act III: The Turner Pig Farm
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Camp Terror
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Non-Players and Extras
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Camp Terror
R PIETY TURNER
Unlike Enoch, Piety was born beautiful. She had golden hair, blue eyes, and a smile made to
twist men’s hearts. That all changed the night Enoch caught her fiddling around with Alden
McCoy. He butchered the boy with a billhook machete and dragged his body up the hill to feed
him to the hogs. When Mama Clarity found out what happened, she blamed Piety and beat her
so savagely she went blind in one eye. Mama chained up Piety in the cave where the family hid
from the sheriff. Even when Enoch and Mama Clarity moved back to the house, she stayed in the
cave. She stayed there for 13 years until the night Enoch unhooked her. He gave her a billhook
machete like his own and a burlap sack for a mask with one eye cut out, her left one.
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Athletics d10, Common Knowledge d4, Fighting d12, Intimidation d6, Notice d6,
Persuasion d6-2, Stealth d10, Survival d6
Pace: 8 (d8); Parry: 8; Toughness: 8 (2)
Hindrances: Bloodthirsty, One Eye, Ugly (Major)
Edges: First Strike, Fleet Footed, Free Runner
Gear: Billhook Machete (Str+d8, Reach 1), Heavy Denim Coveralls (+2)
Special Abilities:
• Fear (–2): When a camper first sees Piety, they must make a Fear test -2.
FERAL HOG
On the night of the murders in 1972, Enoch released all his hogs and let them feast on the
slaughtered campers. He tried to round them up at first, but then never bothered again. Instead,
he just tracks one down whenever he needs meat.
Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d10, Notice d8, Stealth d6, Survival d8
Pace: 6; Parry: 7; Toughness: 7 (1)
Special Abilities:
• Armor +1: Thick hide.
• Bite / Tusks: Str+d4.
• Charge: If a feral hog runs at least 2” before its attack, the attack and damage are at +2.
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Non-Players and Extras
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ACT I RULES
EXPOSITION
The first act of a slasher flick is loaded with exposition. The future victims seem to stumble on
one clue after another about the origin, motivation, and identity of the future killer, usually by
exposing his or her past. The same goes for Camp Terror; our campers will find the necessary
clues to further the plot one way or another.
The campers may use whatever skills they see fit for the exposition; nothing is off the table
if they are clever and entertaining about it. On a success, they find a Plot Point Clue. If
another camper has already found the same clue, give them the choice of a Secondary Clue
or an Asset. If the camper gets a raise, they also get a Secondary Clue and an Asset (or two
Assets if all the clues have been given).
A Plot Point Clue is a main clue that drives the story forward. It is necessary to under-
stand what is going at Camp Turner and to uncover the mystery of the murders from 13 years
ago. A Secondary Clue is not necessary to drive the story forward but expands the story
and includes more detail. An Asset is an item or location the campers can use during Acts II
and III to help them survive.
If they fail their skill roll, they still get the Plot Point Clue or the choice of a Secondary
Clue or Asset, but they take a level of Fatigue from Bumps & Bruises (see Savage Worlds) or
some other kind of disadvantage from the search. They slip on the wet dock and fall, for
example, or cut their hand on a rusty nail resulting in a temporary One Arm Hindrance.
With a Critical Failure, they still get the Plot Point Clue if it is available, but the GM gets
an additional Benny!
CENTRAL CASTING
Have each player draw two campers, a primary and a secondary camper. During Act I, each
player decides an activity for their primary camper, which must be different from the other
primary campers. Each player’s secondary camper will go with the primary camper of the
player to their left.
When each camper has made a roll at each investigation site, have the characters move
on to the remaining unexplored sites. This time, each secondary camper joins the primary
camper of the player to their right.
ACT II RULES
THE THREE RULES
One of the tropes of the slasher film is that the victims always do inexplicably stupid things,
and they invariably get killed for doing them. According to the 1994 film classic, Scream, those
three rules are:
• You can never have sex.
• You can never drink or do drugs.
• Never, ever, ever, say, “I’ll be right back.”
Slasher films—and this game—would be dull experiences indeed if people did not break
these rules. Gamers usually don’t want to split the party, but in this case, they need to do just
that for maximum mass murder mayhem. Starting in Act II, if a player voluntarily breaks any
of these rules, they will earn a Player Benny (see next page).
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ALL BUT ONE
Most of the PCs in this game will meet horrific ends. Once Act II begins, any Critical Failures
rolled by the players means their camper dies at the end of that turn. If they have not used
their actions or movement, they may do so before they die. If they did use their action or move-
ment, they get an additional Action and Movement for free without a Multi-Action penalty.
Once their actions and movements have been completed, the player narrates their own
death. Preferably this death comes at the hands of the slasher, but anything can cause the death
if that is not narratively reasonable. Once the cast member has perished in a gruesome and
horrific way, the player is awarded a Benny. If this was their last camper, they can pick another
camper. Let the player narrate how this new camper comes into the next scene.
PLAYER BENNIES
The Bennies awarded to the players belong to the players, not their campers. If a camper dies,
they keep their Bennies. If a camper dies from a Critical Failure, they are awarded a Benny for
a spectacular death.
PLAYERS AS EXTRAS
The players are very disposable in Act II. They are Novice with one wound but still roll a Wild
Die. There is no Wound Cap. There are no Soak Rolls.
DEAL THEM IN
When the killing begins, the campers will be spread all over the place. Deal Action Cards to each
player and have them describe the action of their campers in order. If a Joker is dealt, treat it
as a Joker.
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CAMP TURNER COUNSELOR FORM
THE JOCK
Whether you were the high school quarterback, soccer star, or power forward, you were
the best athlete at your high school. You are adored by students and staff alike.
GEAR
Athletic item (Str+d4), Helmet (Athletic) +2.
GEAR
Calculator Watch, Eyeglasses, Multi Tool.
GEAR
Flashlight (10” beam), Pepper Spray (Use Shooting—or Fighting if engaged. No Range
penalty but max range is 2” (about 10 feet), Shots 5, victim must make Vigor roll at –2 or be
Stunned), Personal Diary, and Pen.
GEAR
Camera (disposable), Hairspray, Mirror.
GEAR
Leather Jacket (+2), Switchblade (Str+d4).
GEAR
Firecrackers (20), Funny Glasses with Plastic Nose, Lighter.
GEAR
Bag of Hair Ties, Billy Club/Baton (Str+d4).
GEAR
Large Wrench (Str+d4), Large Screwdriver (Str+d4), Leather Jacket (+2).
GEAR
Bag containing a Green Leafy Substance, Lighter, Small Glass Pipe.
GEAR
Band Instrument (Str+d4, Add +1 to Performance when using), Whistle.
Persuasion d6
PACE 6 Stealth d4–2 EDGES
PARRY 2 Survival d6 • Alertness
Thievery d6
TOUGHNESS 6 • Brave
GEAR
First Aid Kit (basic supplies), Flask (ceramic).
GEAR
Copy of Dwelling and Demogorgons, Advanced Edition, Pocket full of Polyhedral Dice (a lot
of d4s for some reason), Replica Broadsword (Str+d6, 50% chance to break on a hit).
GEAR
Black Belt 6’, Black Gi (+1), Nunchucks (Str+d6).
GEAR
Boombox with new batteries and the latest Megadeth cassette, Leather Jacket (+2), Survival
Knife (Str+d4).