Conversion of “Bleak Prospect” for Monster of the Week

Notes: The original version of this scenario had it taking place during the Great Depression in a “Hooverville”. For this modern interpretation of it, I am having the victims be residents of a “colonia” which is an unregulated settlement. In the US these settlements are mostly located in Texas, New Mexico, and Arizona, but I am sure that there are others in other states, and some other countries. You can find some information on these here.  You can also set this in one of any Shanty towns and you can find more information on these here.

Inspired by: Nameless Horrors: Bleak Prospect

Hook: A strange wasting sickness has infected a colonia near a city that is home to a group of the richest people in the region and very little has been done to fight it. Last night, a young orphan boy and girl mysteriously disappearing from their home in the colonia.

Monster: Circle Members
Description: A member of the club of rich men in the region
Type: Sorcerer
Power: Ventriloquist Dummy
Weakness: Destroy the device in the workshop.
Attack: Pistol (2-harm, close, loud)
Background Notes: The group has been infecting the residents of the colonia with parasites from outside of reality. They have found that the parasites consume some portion of the victims life and luck, and if removed can be used to bestow a part of that on the circle members. They get access to these parasites by using the machine in the workshop, but the last use let the original inventor of the machine escape its prison outside of reality and possess the house. The house is being turned into a living creature and seeks to consume more life to finish the transformation.


Role Type Information
Ex-Investigative Reporter Victim – To put themselves in danger.  First victim to die, was investigating the social group that the circle members are using as a cover.
Orphan boy Witness – To reveal information.  Kidnap victim who escaped, know where the other victim is being held, and has a parasite in him.
Young girl Victim – To put themselves in danger.  Kidnap victim trapped in the house, and infected by the parasites.
Ex-Legal clerk Witness – To reveal information.  Witness to the kidnapping, but doesn’t understand what she saw.
Owner of nearby restaurant Gossip – To pass on rumors.  Saw the car used in the kidnapping.
Patrol cop Skeptic – To deny supernatural explanations.  Knows that the cops are being told to not investigate anything going on in the colonia, and doesn’t like the order.
Managing Editor Detective – To rule out explanations.  Ex-boss of the investigative reporter, who is being pressured to not report anything negative about the social club.
Hospital Administrator Witness – To reveal information. Knows that the hospital is being pressured to not accept patients from the colonia so that no unfortunate questions are asked, but feels guilty and is giving some supplies to the colonia.
Broken physics student Witness – To reveal information.  Student of the creator of the machine being used at the house. Is aware of who the master mind behind all of this is, but is not believable.


Name Type Motivation
Medical Shack Crossroads To bring people, and things, together
The Police Station Hub To reveal information
The Hospital Hub To reveal information
The Newspaper Hub To reveal information
Diner Crossroads To bring people, and things, together
The grounds Wilds To contain hidden things
The House Deathtrap To harm intruders
The workshop Lab To create weirdness


Day Ex-Investigative Reporter dies.
Shadows Kidnapping attempt at the colonia.
Dusk Orphan boy is found infected.
Sunset Orphan boy dies.
Nightfall Young girl dies.
Midnight The house is fully possessed.

Custom Moves:
When you hear the Ventriloquist Dummy scream, roll +Weird.

  • On a 10+, you resist the scream. You are nauseated and have a headache, but for the scene and can act normally.
  • On a 7-9, you mostly resist the scream. You are nauseated and have a headache and for the scene you lose one Tough.
  • On a miss, you are knocked unconscious. You may be woken up during the scene, but you will be treated as if you rolled a 7-9 until the scene ends.

When touching something infected by the parasites from beyond, roll +Weird

  • On a 10+, you escape becoming infected yourself, and you and can remove one level of the parasite countdown from the target.
  • On a 7-9, you escape becoming infected yourself.
  • On a miss, you are now infected.

When a hunter is infected, at the start of each scene, roll +Weird

  • On a 10+, you resist the infection, and move one level up the Infected countdown. If you were at Day, you are no longer infected.
  • On a 7-9, you resist the infection, neither improving or getting worse.
  • On a miss, the infection worsens and you move one level down the Infected countdown.

Infected Countdown:

Day You are infected.
Shadows You take 1-harm that ignores armor.
Dusk You take 1-harm that ignores armor.
Sunset You lose one Tough.
Nightfall You lose one Weird.
Midnight You die.

Author: Hours without Sleep

I am a professional software tester, who has an interest in programming, computers, role-playing games, history, and reading in general. This is my third attempt at keeping a blog, and I am going to try putting all of my thoughts in one place, and see how it goes.

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