Showing posts with label night shift. Show all posts
Showing posts with label night shift. Show all posts

Tuesday, August 25, 2026

Liminal Cordon Authority After Acton Approval Case File #: JGV51874-08232012.C

Now, here's the After Action Approval. Also known as an exit interview with internal affairs. If you want to refer to them as infernal affairs, I won't blame you. I might even encourage you!


Liminal Cordon Authority After Acton Approval

Case File #: JGV51874-08232012.C

Review Date: 07.10.2013

Agent Performing Review and Approval: DLA-472009

Personnel Interviewed: Agent SS12, Agent JF01 (surviving members of Unit ORD-01)

Interview Method: In-person, separate sessions

Exit Interview Notes: Both agents reported entering LAR-3002 consistent with ORD-01’s AAR. Per SS12, LAR-3002 is constructed entirely of grey cinderblock (floors, walls, ceiling). The team proceeded per SOP to map corridors and pathways. No light sources were identified within LAR-3002. Nor were odors detected.

TB15 Incident. According to SS12, member TB15 fell behind formation and TB15’s absence was not noted until TB15’s issued firearm was discharged and made audible to the team. SS12 immediately ordered the team to follow the sound and secure TB15.

JF01 identified the corridor TB15 entered and located TB15’s body. JF01 described the wounds to TB15’s body as “finger-bone like structures piercing her body like bullets or knives” [verbatim]. Reviewing Agent’s Notes: wound pattern consistent with multiple-site penetrating bony trauma and non-standard entry pattern. SS12 left TB15’s corpse in place and ordered the team to continue down the corridor TB15 had begun investigating.

Engagement, Corridor Sector. SS12 and JF01 both reported non-euclidean corridor geometry inconsistent with initial mapping. At specific points agreed upon by both Agents, the corridors shifted configuration with frequent loss of line-of-site across the team. Personnel encountered Instances during this time. RS31, KT01, ES03, and ES15 were KIA. SS12 and JF01 deployed explosives against the Instances, which appeared to halt hostile activity. Agents reported a black fluid of unknown origin exuded from the Instances’ exoskeletons, along with an odor consistent with burnt plastic.

Communication Assessment. Both Agents confirmed attempts with verbal communication with the Instances elicited no response from the Instances. Nor did the Instances attempt verbal communication with the Agents.

Instance Count. Neither Agent could confirm the number of Instances encountered; reported the Instances were visually indistinguishable from one another. No more than two Instances were encountered at any one time.

Extraction. SS12 reports extraction was made via standard Tillinghast apparatus procedures.

Discrepancies Noted. Agent JF01 contradicted Team Lead SS12 regarding TB15’s separation. SS12 reports TB15 fell behind formation. JF01 reports TB15 entered a corridor unidentified by other personnel, states they held the position next to TB15 with TB15 rearmost at time of separation. JF01 states the corridor became visible after TB15’s entry. JF01 was unable to account for the corridor’s prior invisibility.

Assessment. Subject testimony is consistent, except as noted above.

Instance Evidence. All Instance items returned by ORD-01 are confirmed logged and located at Site #3.


Link to Elf Lair Games website

Copyright 2026 Derek Stoelting

Liminal Cordon Authority: Before Action Recommendation Case File #: JGV51874-08232012.C

I'm pondering through a new setting. Something mashing up all the cool X-Files adjacent properties like Conspiracy X, Delta Green, et al. Heck, I might even combine Night Shift: Veterans of the Supernatural Wars with Thirteen Parsecs! I'm also thinking of using elements from different comics like Harrow County, Gideon Falls, Hack/Slash, or Gotham Central. Something with a structure around it to help players find their way through the setting. On rails (good), not railroad (bad). 

Anyway, here's the start of a case file I wrote up. Links at the bottom to RPG products.


Liminal Cordon Authority Before Action Recommendation

Case File #: JGV51874-08232012.C

Deployment Location: 41.684882, -86.246083; rainwater run-off tunnel identified between street level and the river to be used for INFIL.

Researcher Assigned: JGV-51874

Unit Assigned: ORD-01

Mission Lead Assigned: SS12

Date Assigned: 08.23.2012

Mission Objective: identify Instance trigger mechanism; evaluate risk level of Instance

Expected Risk Level: GREY

References: EKM-32, VTN-09

 

Approving Manager: TN


Or, if you prefer a more formal look to your case files:



Copyright 2026 Derek Stoelting

Elf Lair Games products

Conspiracy X DTRPG affiliate link

Delta Green DTRPG affiliate link

Sunday, August 23, 2026

Area LAR-3002 for Night Shift

 

Liminal Cordon Authority After Acton Report

Case File #: JGV51874-08232012.C

Activation Date: 06.04.2013  

Report Date: 07.05.2013

Deployed Location: 41.684882, -86.246083

Deployed Unit: ORD-01

Assigned Lead Agent: SS12

Mission Objective: identify Instance trigger mechanism; evaluate risk level of Instance

Summary of Field Work. Team ORD-01 arrived on site 06.06.2013, 2350 local. Following entry to rain water runoff access point, personnel identified a granite fragment (approx. 6” L x 4” W x 2” D) on the floor of the tunnel. Agent TB15 contacted (foot) the stone resulting in immediate transference of Agent TB15 to Area LAR-3002. The remaining personnel initiated deployment to LAR-3002.

Environment conditions within the arrival site of LAR-3002 included ground saturation consistent with surface rainfall run-off in the originated tunnel.

During investigation of the Instance, personnel encountered hostile biomechanical entities (hereafter, “the Instances”). Four (4) souls were lost during the engagement. The remaining two (2) personnel extracted from LAR-3002 via issued Tillinghast apparatus.

Instance Description. The Instances presented as man-machine entities, 7’-9’ in height, with a black exoskeletal covering over the core, limbs, and majority of the head. Ball-joint structures were composed of a white polymer material. Ocular tissues, oral cavity, and upon sustained trauma, interior structures were confirmed biological in composition. Determination of organic source material was not completed prior to disengagement.

Combat Effectiveness. Standard FMJ ball ammunition was ineffective against Instance body armor. 7.62x51 M993 rounds were effective against limb structures, chest-armor remained impervious. M67 fragmentation grenades produced comparable results to M993 rounds. Two (2) Instances were rendered non-operational via sustained direct engagement. Cessation of hostile activity could not be visually confirmed prior to extraction.

Instance-Employed Weapon Systems. Instances were equipped with compressed-air projectile launchers of unknown manufacture. Weapon systems were mounted to ventrally on superior limbs and fed via an enclosed, degradable ammunition belt of organic composition. Projectiles were composed of bone material of probable human origin, pending laboratory confirmation, approximately six (6) inches in length and one-half (0.5) inch in diameter. Projects demonstrated sufficient density and sharpness to penetrate issued IOTV armor. Two (2) projectile fragments were recovered, returned to site, and logged per SOP.

Recommendations. Assign Risk Level BLACK to Area LAR-3002 and related Instances. Install copper-based Faraday cage around the Instance triggering device to prevent further activation.

Report Signature: SS12


https://www.photos-public-domain.com/2011/01/06/cinder-block-wall-texture/



Copyright 2026 Derek Stoelting

Monday, August 3, 2026

Locked Rooms with Zombies

 


What is a stream of conscious thought on zombies in RPG one-shots.This is likely notes for me than thee, but you may also get something out of this.

Modern zombie stories are typically set in a “locked room” environment. In Train to Busan, the train is a locked room. Dawn of the Dead is in a mall. Zombie 2/Zombie Island is on an island. The Resident Evil video game is set in Raccoon City.

Games can replicate that. The challenge is setting up the locked room. If the game starts pre-rise of the zombies, the GM must develop a way to get the characters into the locked room. The train was the combination of only way out of town and going home at the end of the day. The Monroeville mall was a convenient place to hide out. The protagonists went looking for someone on the Caribbean Island.

In a roleplaying game, GMs and designers must make erect very visible signposts pointing to “the story moves this way” indicating the train, mall, or island. When done properly, the signpost indicates the opening sequence is over and now it’s time to move on into the story. The train leaves the station. The characters begin barricading the mall entrances. The sail boat arrives at the island. At the same time, players need to realize the signpost is there to move things along and is not an indication of being “railroaded.” (guilty as charged! ~D)

In designing a one shot, survival horror with zombies adventure, the locked room is the easiest way to get the game running. In fact, the GM can start the game with the door closing. Unless it is a “Surprise: zombies!” style of game, everyone at the table knows zombies are out there. Begin with describing the zombies descending upon the train platform as the door closes. Ask the players what they are using to barricade the doors. Describe the character that meets them at the pier when they step off the ship. (Bonus points if he’s short and wearing a nice linen shirt!)

From the GM’s standpoint, once the characters are in the locked room, the characters have three goals. The first is to follow the storyline until the zombies show up. Second, survive the zombies. Third, find a way out of the locked room. Whenever possible, give the players the opportunity to mix any two or all three of those up. Run from the zombies into a new locked room. Follow a clue into an area where zombies await their next meal. Follow a clue into an area where zombies await their next meal and then run into a new locked room.

Picture the setting as a locked room. Start with the small, upper Midwest town of Beaver Falls. The characters are there for various reasons. They might include:

·       In town for a wedding or school re-union

·       Live and work there

·       Visiting a sick relative

·       On vacation to visit the local parks and hiking trails

·       Participating in or attending a sports tournament

·       Just passing through on their way to someplace bigger and better

·       On the run from someone

If that is too wide-open, put everyone in the same situation. Saint Michael’s Mercy Hospital isn’t much to look at, but every night doctors, nurses, administrators, managers, police, firemen, paramedics, security guards, technicians, orderlies, a cleaning crew, patients, and visitors make their way there. There was a bad accident on the highway. The police officer is here to get patched up after pulling people from a burning vehicle. The paramedic is here because they brought the police officer (or the people from the burning vehicle) here. The security guard keeps an eye on the waiting room, making sure no one gets out of hand. The technicians get pulled in different, competing directions as different equipment breaks down and someone needs to fix it. Orderlies are moving patients to their new rooms. The cleaning crew moves silently throughout the hospital with their keys into every room. The administrators and managers are trying to handle an influx of visitors and telephone calls from concerned relatives related to the highway accident. Doctors and nurses are with patients in the emergency room or ICU due to the crash on the highway.

Now, add zombies and create a locked room.

The rise starts in the emergency room. One of the people brought in from an accident on the highway dies. As an orderly begins the process of transferring the deceased to the basement morgue, the deceased comes back a zombie and bites the orderly and anyone else they can get their teeth on. Chaos erupts and no one understands what is going on.

“I thought you said the patient in room six was dead?”

“Hey, get off of me. What do you think you’re doing – “

“Security!”

“What’s with all the screaming? Are they okay back there?”

“SECURITY!”

Escaping from the chaos likely sends the player characters into the core of the hospital from the emergency room. Not just the player characters, but also the other NPCs trying to escape the situation. This also means the zombies are coming this way, because they are following their food. The main doors to the hospital are locked, because it’s after hours and visitors are not supposed to be in the main reception area. The chair bounces off the glass it is thrown against.

Cure more screaming.

The hospital is a locked room inside a locked room. The larger locked room is the small town. The zombies are out there feasting, leading to scenes like the ending of the first Resident Evil movie or the opening credits montage of Zack Snyder’s Dawn of the Dead. There are many other locked rooms within the town, such as the mayor’s office and police station. The local community college campus has several buildings of interest. The truly desperate might seek refuge in a one-room church. Let’s hope there’s a secret entrance behind the pulpit to a basement escape route!

The different locked rooms can zoom in and out. Some of the locked rooms are single buildings, others are a single level of a building, and others are entire towns. 

Wednesday, May 27, 2026

Corrupted Inventor for Night Shift: Veterans of the Supernatural Wars

A lawn mower thought turned into form. . .

Michael Grabowski: Corrupted Inventor, 10th level for
Night Shift: Veterans of the Supernatural Wars


 
Fictional picture of Michael Grabowski created at this-person-does-not-exist.com

In the Beginning

Michael Grabowski, son of Michael senior and Marjorie (nee Smith), grew up as the weird kid. His father was a garbage truck driver and his mother was the school nurse. While talented in maths and sciences, he was always a little “out there” with his nose in science fiction novels, maps of abandoned (and often fictional) places, and a constant desire to know more.

In college, he drifted into science technology studies. He pushed the limit of what was known at the time. He excelled at somehow making the impossible possible, but had a hard time replicating his work a second time. His inability to replicate his own work led his sponsors to believe him a fraud. He dropped out of university before obtaining his doctorate in Differential and Computational Geometry.

The Chosen One

Along the way, Michael made the acquaintance of Terrance “TJ” Julius by pure accident (and luck!). Michael was investigating an abandoned subway tunnel when he was attacked by a pack of vampire spawn. A Sage and a Chosen One saved him. Michael attempted to follow the Chosen One home, but was intercepted by the Sage, TJ. Michael’s rantings and demands to talk to the young lady, were eventually too much for TJ. So, he explained things at a very high level to Michael. Being Michael, this fed his need for information.

Michael implanted himself into the lives of TJ and Eve. He developed a talent for creating scientific devices the Chosen One could use to hunt and slay monsters. He read tomes about fighting the forces of darkness. He became an integral part of the Chosen One-Sage team. He continued to develop tools for the team to use. Michael learned about Legion and how this monsterous being would eventually return to Earth and swallow everyone’s souls.

During a harrowing fight with a pack of werewolves in service to Legion, Eve was killed. Despondent, Michael rushed to the lab and created a device to revive her. It succeeded with zero defects: Eve was back and with a few days of rest, ready for round two with those werewolves.

Another One

They eventually stumbled upon another Chosen One by accident while hunting a growing population of vampires. Michael and TJ studied this new Chosen One and found it to have similar abilities to Eve. They took this new Chosen One in and began their training.

This Chosen One was too headstrong and sought danger. Eventually, it led to their death and again, Michael was able to revive it.

And later, they found a third Chosen One.

The Scientific Process

In 1998, he broached the idea of killing the Chosen Ones to create more Chosen Ones to TJ. TJ refused to pursue the idea. He realized it was a morally irresponsible thing to do. Michael soon thereafter finished developing a tool to track the Chosen Ones.

After the second Chosen One died again and he revived it, he used the new device to track down the newest Chosen One. He didn’t inform TJ or the Chosen Ones of his intentions. Once he found the new Chosen One, he left TJ and the three Chosen Ones.

He mentored his Chosen One, readying it for the battle against Legion. He also led the Chosen One into a fight they couldn’t win, resulting in the Chosen One’s death. Michael used the RE-viver on it and then the tracking device to find the next Chosen One. Now his army had two soldiers.

Michael realized this process was going to take planning and a lot of work if it was to be successful. The Chosen Ones eventually figured out that something was amiss. Michael feared this day would come and had been working on a way to control the situation.

One of the many weirdos that Michael met over the years developed a military program designed to fight witches. This particular weirdo discovered that certain low frequency vibrations are able to turn off a witch’s ability to cast spells. Michael took those ideas and advanced them to work on Chosen Ones, as well. He sold the device back to the weirdo for a large sum of money, knowing the weirdo would turn around and sell it to the military.

Michael took that money and purchased the old Tranquility Sanitarium. He remodeled the building and put speakers in every room, hallway, and the fenced in yard. Those speakers emit the frequency at all times. No spells or Chosen One powers work when near them.

He also installed standard security systems and hired a staff.

Michael then began a process of turning off the speakers, quickly killing a Chosen One, RE-viving it, and allowing it to heal almost nearly all the way back to health before turning the speaker in their room back on.

He’s stopped capturing Chosen Ones. Now, he collects and grooms them.

Follow the Money

Michael remains in contact with several university acquaintances that went on to become multi-millionaires in the world of science and technology. After discovering the Chosen One existed, he launched a scheme to convince those multi-millionaires that evil existed and that he could help stop the evil. . . if only he had monetary resources. The initial plan failed. He needed a way to convince them they were in danger and then save them. So, he kidnapped one, placed them in a locked basement with a chained up, hungry vampire, and let them sit in the dark for a few hours. Then, he sent the Chosen One down to the basement to save them. Funding started immediately.

The first years were clumsy and to an outsider, would appear unorganized. In truth, Michael was simply failing at different attempts to accomplish his goal: to build an army capable of defending humanity from the machinations of Legion.

As donations came in from more multi-millionaires, Michael grew their stable of Chosen Ones and the means to bring them up fighting. He completely usurped the Chosen One process meant to keep balance in the world. This inbalance has led to the forces of darkness growing in power at a rate never before seen.

The idea to start a scholarship for Chosen Ones was suggested by one after watching a cartoon about superheroes in such a place. Michael immediately realized the usefulness of the idea and went to work. He contacted several of his benefactors and requested their recommendations of schools that would be ideal for this environment.

More than Just One Chosen

Two years later, the Marjorie Grabowski Scholarship was launched at the Lares and Penates School for the Gifted. The following year, he began sponsoring the lady’s lacrosse team in exchange for automatically placing all recipients of the scholarship on the team. He’s recently begun socializing the idea of sponsoring the rugby team with the center’s leadership and other donors.

At the Lares and Penates School for the Gifted, Michael provides scholarships for children deemed to be “beyond average.” He is using the school to marshal an army. The gifted students he gifts scholarships are Chosen Ones that he finds via the tracking device.

With several Chosen Ones retained in the Tranquility Sanitarium and the ability to bring it back to life, he kills one biannually. He then sends his new, groomed Chosen Ones out to find the new recuit. Once the new Chosen One is found, he visits the family and offers the scholarship.

The Evil Men Do

If that same outsider did not realize the evil things Michael was doing to the Chosen Ones in Tranquility and the outsider was only exposed to the Chosen Ones that Michael is grooming to fight Legion, they might be forgiven for thinking he is doing good work. To a limited extent, he is doing good works. The scholarship provides for an education regardless of social class. Sponsoring the lacrosse team ensures the ladies have a team and the means to obtain equipment if they do not have the funds to buy their own. The Chosen Ones are also fighting the forces of darkness.

Net Losses and Gains

Michael is unable to capture every Chosen One he triggers into creation. Some slip through, like any of your player characters portraying a Chosen One. When this happens, he simply slays another one and brings it back to life for later use.

In the early years, he discovered slaying a Chosen One for the sixth time resulted in perma-death. He has yet to determine why that is, but there’s always another Chosen One to take their place!

Michael realizes that if there are to many of these Chosen Ones in existence, it will draw unwanted attention. He also knows that he has to play to the family and friends of the new Chosen One when contacting them. He’s been doing this since the turn of the century and is very good at it.

At the time of writing this article, Michael Grabowski has been raising Chosen Ones for twenty-eight years. There are now Chosen Ones throughout society. Several of them are instructors at the center. One is the coach of the lacrosse team. Another one runs fundraisers for the school, with an eye towards watching for new Chosen Ones. These are highly educated, highly skilled, motivated people. An unseen army.

You can learn more about Night Shift: Veterans of the Supernatural Wars at Elflair.com

Wednesday, August 23, 2023

Escape from Manhattan

Escape from Manhattan
Copyright 2023 Derek Stoelting


Anthony Quintano, CC BY 2.0
https://creativecommons.org/licenses/by/2.0 , via Wikimedia Commons


Daddy brings us to the parade every year. We ride the subway in from Brooklyn and wait in front of the Warwick. It was our spot. This year was no different. There we were, a family amongst thousands of other families and millions of people. . . all to welcome Santa to town.

We didn’t so much hear, as we did feel, the explosion. The ground rumbled beneath our feet. It was slight, enough to notice, but not enough to worry about it. It wasn’t until everyone noticed the smoke in the sky far to the south that people started to worry. Within an hour, people were trying to get out of Manhattan as quick as they could.

Not us. Daddy took us to a diner and set us down for lunch. He said he wanted to let all of the crazy people do their running about and that we would leave later. The food was okay. We all had cheeseburgers and fries. Regina had a strawberry shake and I had a chocolate shake. By the time we finished eating, everyone else had left the diner. We waited for the streets to start clearing out, before we left.

The rest of that day and week were a blur. We couldn’t get off the island. The police and the National Guard shut them down and were shooting at people who tried to cross them! We found an apartment building where we could hide. Some nice people let us in. They didn’t have very good food. When the power to the apartment went out, we all left. We ended up in a place called Yorkville. Daddy says we will be safe here.

We have been in Yorkville for a month, now. Daddy leaves every other day with other people. He said that the boxes falling from the sky have supplies in them and whomever gets to them first gets to keep what’s in them. Last week, he started taking a gun with him. Everyone that goes with him also has a gun. I’ve heard them talking about zombies, but I know they aren’t real.

Last night, I snuck out and listened in on a meeting. Daddy met with Kaipo. They were discussing some lady named Lola Loca. Apparently, she and her teen friends are causing problems outside of Yorkville. However, they quickly changed the topic to discussing the zombies, again. I don’t understand why they are talking about zombies. I think they knew I was there and listening in, so they were trying to scare me off.

The next day, Daddy took us to a building at the back of the neighborhood and taught us how to shoot Uzis.

Monday, July 17, 2023

Random Forest Locations

 

Who doesn't need random locations in a forest? People who don't run awesome games, that's who. Since that isn't you, I've got you covered with Random Forest Locations. Only one location has overt elements of the macabre, but please spice them up as much as you like when you use them. I know I will. . . 


3D6 Result

Random Forest Location

Notes

3

Hunting Lodge

Animal heads, paintings, and old weapons on display on the walls, large fireplace, beds with lots of blankets and quilts, medium wood interior, had working water and electricity at one point

4

Hunting Cabin

Exterior toilet, well water with hand pump, one room containing a couple of military cots, woodburning stove, stack of wood, table and mismatched chairs, maybe a shed nearby

5

Fishing Hut

Exterior fish cleaning table made of thick, heavy wood, no bathrooms on site, one cot, one sleeping bad, one small table, and two chairs

6

Vacation Cabin

3 stories tall, basement, 3 car garage, outdoor games, kayaks, hot tub/jacuzzi, fishing equipment, comfortable furniture all around a particular style (i.e., they all match), had water, electricity, and cable at some point, big screen TVs in several rooms, basement has pool table, bar area

7

Rental Cabin

Often found in D10 quantities, dusty interior with basic needs (beds, table, chairs, gas stove) battery operated camping lights, cupboards

8

Old Campfire

Several logs for chairs, empty cans of beer, food wrappers, beat-up vehicle nearby (dead battery and likely other issues), with nothing of use besides a source of shelter from the weather

9

Campsite

Basic trip-wire security noisemaker set-up, several tents of various sizes, gas stove

10

Mansion 1

Designed to blend in with the environment, likely inspired by Frank Lloyd Wright, furniture is slightly off and perhaps not quite Euclidean

11

Mansion 2

Neo-Brutalist villa, concrete exterior with some reflective glass surfaces, interior has mid-century style furniture and not an ounce of personality of the former owner

12

Wall Compound

Several homes, a large pole-barn, a hidden underground bunker, four car garage with three very expensive trucks parked in it, interior of the homes will indicate what type of compound this was (militia, religious, farming, sex, etc.)

13

Recording Studio

Likely converted from an early 20th century home, this building was turned into office space, recording space, and kept the kitchen, bathroom, and one of the bedrooms in place; the recording studio and related rooms could be for audio, short video, or full-length films

14

Farm House

An old home with good bones, a nearby barn for cows or pigs, maybe, another outbuilding for farming or ranching equipment, several sets of human remains scattered amongst the rooms and locations (all in peaceful poses as if they died exactly where they wanted to and not from a violent end); could be a classic “haunted house”

15

Gas Station – Bait Shop

An old affair that should have disintegrated decades ago, two non-working fuel pumps, animals have eaten nearly anything worth eating inside the shop, fishing gear and CB equipment displayed on walls, tobacco products, warm near-beer, a deceased person behind the counter, fly-paper strung up throughout the establishment

16

Fence Line

A wood fence line less than 50 yards in length, there is Christian iconography nailed to the fence every foot to two feet and all of it is facing the same direction

17

Trailer

Jammed between two groups of small trees, rusting, moisture and insects have terrorized the inside of this structure, several dead bodies in various stages of decomposition, rotten food, potentially snakes, hole in the roof has let in water over the years and the nearby floor beds threaten to give way whenever anyone walks near them

18

Burnt Tree

A small section of the forest was burned, in the center of the burned section is a large tree, around the tree are the skeletal remains of three people who were handcuffed together facing outward, and one of the three was shot in the head with a commonly owned bullet caliber



Many of these locations may be found on or near water. The water maybe a river, creek, lake, or large pond. For larger bodies of water, there may be an island in the middle of it. There could be piers for small (less than 20 foot) boats or platforms anchored to the bottom of the lake used for sunbathing away from shore. If the Gas Station – Bait Shop is near water, there may be a fuel pump for diesel, an area for cleaning fish, and a ramp into the water.

The contents of these locations are left to the Zombie Master. More bodies are always appropriate, but so are basement doors that are too tough to break down, requiring the completion of a puzzle to open. Were doors or windows left open? If so, have animals destroyed the interior contents? Has a family of bears moved in? Is someone storing zombies in the building? Why?

You are encouraged to fill these locations with the macabre, with splatter-punk, and with empty souls. What will make them interesting to you, so that you in turn make them interesting to your players? What will set them on edge? Is there a character drawback that will draw them into investigating the location? Is there something behind the characters pushing them towards the location? It could be bad weather, time of day, a badass biker gang looking for scalps to claim, or a small horde of zombies searching for their next meal. Work the location into your game, Massage it until it becomes intertwined with the setting. Smile with your eyes when you describe the location.

But when you’re done with it, make sure the exit is just as creepy, just as violent (or eerily quiet), just as intriguing as when you found it. Why are those crows watching the characters? They weren’t here earlier – or at least, you didn’t notice them here earlier.


Random Forest Locations © 2023 Derek Stoelting