Slasher Flick GM-less one-shot: Weekend at Camp Blood

Asmor

First Post
Here's a quick one-shot game I'm working on. Any suggestions and comments are appreciated. In particular, I'm looking for more locations to visit.

Weekend at Camp Blood
A one-shot, GM-less adventure for at least 4 players

Premise:
A group of teenagers spending a long weekend camping and partying out by Lake Blood are stalked and killed one by one by some kind of maniac. Slowly they figure out that the killer is one of them!

Story:
A large group of teenagers goes up to the local party spot, a secluded camp site on the shores of Lake Blood, to drink, listen to loud music, chemically enhance themselves and of course have pre-marital sex, as large groups of teenagers are wont to do. And, of course, as surely as smoke follows fire, their sinful revelry attracts the attentions of a homocidal maniac bent on killing every single one in as gruesome a manner as possible.

Setup:
Players do not roll up characters. Rather, they choose a character from those below. In addition to the player characters, there is one additional NPC per player (so if there are 4 players, there are 4 NPCs). NPCs should be chosen such that at least half the total group (including PCs) consists of Jocks and Cheerleaders (any combination thereof) and the whole group consists of half males and half females.

Death:
Whenever a player dies, if there are any NPCs left, the player assumes control of that NPC. Obviously, the NPC is now treated as a PC.

Characters (stat blocks coming soon!):
Jock: Strong, dumb, always male
Cheerleader: Fast, dumb, always female
Geek: Slow and weak, but smart
Freak: Middle of the road
Stoner: Poor stats, but Dumb Luck ability (i.e. they see something shiny and bend over to pick it up just as a knife flies at their head)
Cool: Better at talking people into things

Playing:
Whenever all the PCs are together for more than 10 minutes, one MUST leave to do something. If this cannot be resolved by roleplaying, all characters make survival checks. Loser has to go, up to one other may choose to go with him/her. If more than one character wants to go with him/her, the loser chooses who gets to. It is not necessary to have a GM.

Whenever a character leaves the group, the PLAYER (and any other characters he/she plays from here on forward) gets a +2 bonus to all survival checks he/she makes for the rest of the game. Any character who joins another character in leaving gets a +1 bonus. Bonuses are cumulative.

The player chooses a location to go to from the list below and gain the benefit listed. Unless otherwise noted, the benefit is only gained by the first character to goes to a specific location

Locations (and items found there):

Boat house (radio; may not be used by cheerleader or jock; note who triggered this. Unless the player who triggered it is the killer, in the final battle two police officers will show up and help the remaining player)

Abandoned cottage (The first jock to come here is able to break into a locked shed and find an unloaded shotgun (2d6 ranged, full round action to reload) and a box of 12 shells; An axe (1d8 slashing), a knife (1d4 slashing) and a poker (1d6 piercing) are also available. A player may only take one weapon)

The beach (+1 survival bonus to both PLAYERS if two characters of opposite sex go to the beach together, can be done any number of times, ALWAYS triggers attack)

When a player leaves the group, he makes a survival check before gaining the bonus of the location he chooses and after (assuming he lives that long). The check is DC 25 (automatically succeed on a 20). If two characters left, the character with the higher skill makes the check with a +2 bonus. A failed check means the character(s) are attacked by the homocidal maniac.

The Homocidal Maniac:
Put all players' names in a hat. Whenever someone is attacked by The Homocidal Maniac, draw a name. If the name is one of the players whose character is being attacked, set it aside and draw another. Otherwise, that player plays the part of THM for this encounter, his/her name is removed from the hat, and all names set aside are placed back in. If all the names in the hat belong to the players being attacked, the other players roll d20 and the highest roll plays the THM. When there are no names left in the hat, put them all back in. It's the THM's job to kill the PCs, in as gruesome a way as possible.

THM Stat block coming soon
Probably a Strong/Tough hero with the Maniac template from Menace Manual and a special ability to conjure up up to one trap out of nowhere

End of the game:
When there are only two players left, they each make survival checks. The one who rolls highest chooses whether he/she wants to be THM (was really THM all along) or the other character does. If the radio in the boat house was triggered by anyone besides the CHARACTER (not player), two rounds into the combat two police officers arrive and help the remaining character fight THM (played by other players; if more than two players, they all make survival checks with their accrued bonuses from playing the game and two highest play as the officers.

If THM is killed before the last remaining player, (well, you know, disabled anyways. We all know it's not possible to actually <i>kill</i> THM), the remaining player (and anyone who played the cops) wins. If the THM kills the remaining player, THM wins.
 

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Good idea, I like how the details and randomness are worked in.

Very nice, I might use this sometime when our group has a player out and we cant do our main campaign.
 

Pretty cool! Another option for the end would be to have more than a couple of survivors- movies like Scream, for instance, seemed to have 3 or 4 people make it out alive sometimes.

Another idea I had was to have the last round of people all definately be innocent, and to have someone who was previously thought dead come back as THM. Obviously they faked their death all along- or did they?
 

Byrons_Ghost said:
Pretty cool! Another option for the end would be to have more than a couple of survivors- movies like Scream, for instance, seemed to have 3 or 4 people make it out alive sometimes.

Another idea I had was to have the last round of people all definately be innocent, and to have someone who was previously thought dead come back as THM. Obviously they faked their death all along- or did they?

While good ideas, one of my intents for this adventure is to have a clear winner and have the players competing with eachother.

If the player who gets the choice wants to, I don't see why they couldn't choose to play the maniac, have their current character fall over dead with a knife in his back, and then play one of the character who died previously.
 

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