TEXT: Cynthia Celeste Miller
  HORROR ISLAND
  HORROR ISLAND
  
  1.
  Design: Cynthia Celeste Miller
  HORROR ISLAND
  HORROR ISLAND
  www.spectrum-games.com
  2807 Grand Ave., Parsons, Kansas 67357
  Copyright 2009 by Spectrum Games. All Rights Reserved. This material (art, logos, illustra-
  tions, character concepts, text and game mechanics) is protected by the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written consent of Spectrum Games, except 
  for the purposes of reviews and for the blank sheets, which may be reproduced for personal 
  use only. The reference to any companies or products in this book is not meant to challenge 
  the trademarks or copyrights concerned.
  Art: Patrick Sullivan and Harsh!
  Playtesting: Shelly Bateman, Eric 
  Hudson, Robert Lynch
  
  2.
  with your hosts
  Baron Von Sleaze
  and
  Mr. Brimstone
  KSAF TV 8 presents...
  
  3.
  
  4.
  Slasher Flick
  Section One
  About Horror Island
  Horror Island is a location-based flick for up to four players. 
  Regardless of how many players participate, there should 
  be a total of 6 characters (primary characters + secondary 
  characters = 6 characters total). 
  The format followed is a simple one: we present a backstory 
  and s bunch of locations, along with some events you can 
  throw in. This means that a lot of control is given to the 
  players, who can dictate where they go for the most part. If 
  you, as Director, feel uncomfortable with that, create more 
  events that will put the story more into your hands.
  Furthermore, there are clues as to what’s going on, but 
  they are scattered across the various locations. Don’t let 
  the game come to a halt if the characters don’t go to all the 
  locations. Rather, you should redistribute the information 
  accordingly so that the clues will be available to the 
  players. The important thing isn’t finding the clues; it’s 
  putting them together. 
  Players should stop reading now! The rest of this book 
  is intended for the Director only, unless she permits the 
  players to read the Baron Von Sleaze segments. The pre-
  generated characters should also be made available for 
  the players to read. 
  
  5.
  Horror Island
  Section Two
  Preperation
  This section deals with what you need to know before 
  stepping into the flick.
  The Backstory
  What follows is the history that leads up to the events at 
  the start of the flick. The players (or their characters) know 
  nothing about it.
  Brennerwood Island
  Originally called Leveste Island, Brennerwood Island lies 
  just off the coast of South Carolina and is roughly a mile 
  in diameter. Most of its surface is blanketed in dark, dense 
  woods. Look at the map on page 28 for more details.
  The Asylum
  In 1920, Dr. Darius Brennerwood purchased Leveste Island 
  with the intention of erecting an asylum for the criminally 
  insane. Construction took almost five years, but when it 
  was finished, the institution was ahead of its time in its 
  luxuries, but not in the methods it was set up to employ in 
  order to “cure” patients of their mental ailments. On the 
  other end of the island, Brennerwood built a number of 
  small cabins for the staff to reside in, as well as a large 
  house for himself.
  The Cruel Doctor
  For his part, Brennerwood was a cruel man who was more 
  interested in performing unspeakable experiments with 
  the patients than he was in helping them. For the better 
  
  6.
  Slasher Flick
  part of thirty years, he was able to do this unimpeded, but 
  eventually, the word got out. In those days, malpractice 
  toward the insane was largely ignored by the government, 
  which meant that Brennerwood was given little more than 
  a reprimand in 1955. What did damage his operation, 
  however, was that most of the patients were pulled from 
  the facility by their families and loved ones, leaving less 
  than twenty patients in his so-called care. Brennerwood 
  was loath to shut the place down due to the fact that he 
  enjoyed his activities there so immensely, but with so few 
  patients, he couldn’t afford to keep the asylum fully staffed. 
  This resulted in him running the place with a skeleton crew, 
  operating this way for more than ten years.   
  Uprising
  In 1966, one of the patients, the cunning madman Emil 
  Tarkus, devised a plan to revolt against the now-elderly 
  (but no less sadistic) Brennerwood and his meager staff. 
  The uprising went off without a hitch and the staff was 
  dispensed of in no time at all, leaving only Brennerwood 
  still living. Needless to say, the patients had something 
  more painful in store for him. Over the course of two 
  weeks, Tarkus mercilessly tortured the not-so-good doctor 
  until finally burying him alive.
  Shortly thereafter, the authorities raided the island, 
  capturing all the patients and relocating them to other 
  institutions.
  Except for two of them. A couple of patients managed to 
  elude the police: Emil Tarkus and the equally demented 
  Clara Ridgeway. They evaded capture by digging a hole 
  beneath Dr. Brennerwood’s house and hiding there until 
  the authorities had gone.
  
  7.
  Horror Island
  Along Came the Babies
  Over the next few years, Emil and Clara had a total of two 
  children (amidst a cluster of miscarriages); a boy named 
  Augustus and a girl named Sarah. Augustus looked normal 
  and had a clever mind, but was as malevolent as could be. 
  Sarah, on the other hand, was extremely deformed and not 
  too bright, but was abnormally large and strong.
  When Sarah was twelve, Augustus persuaded her to murder 
  both of their parents while they slept. He wanted to be the 
  one in charge and couldn’t abide by his father’s attempts to 
  order him around, so he did something about it. Or rather, 
  had Sarah do something about it.
  The siblings have lived on the island ever since, slaying 
  anyone who dares to trespass, including two drug dealers 
  caught planting marijuana there. 
  Recent Events
  Two weeks ago, a well-to-do young man named Jefferson 
  Dalton purchased Brennerwood Island for a suspiciously 
  low price… without visiting it first. Being young and 
  impulsive, Dalton shelled out the money with the intention 
  to open up a resort there. He plans to gather some friends 
  and travel to the island for a weekend of rest and relaxation 
  while checking out his new investment. This is a decision 
  he will most assuredly come to regret.  
  The Characters
  The primary and secondary characters should somehow be 
  connected to Jefferson Dalton (friends, family, girlfriend, 
  etc.). They will be accompanying him to the island, for 
  better or worse… most likely, worse.
  
  8.
  Slasher Flick
  The characters can be generated with the normal character 
  creation rules found in the rulebook. If time is short, the 
  players can choose from the pre-created characters located 
  in the back of this book.
  There are two tertiary characters in this flick (Jefferson 
  Dalton and Augustus) and one killer (Sarah). Their write-
  ups are presented below.
  Jefferson Dalton – “Cool Rich Guy”
  Jefferson is your average rich guy. He was born with a silver 
  spoon in his mouth and even though he can sometimes act 
  a bit snooty, he’s generally a good person. In addition to 
  his outgoing personality and thick-as-hell wallet, Jefferson 
  has something else going for him: stunning good looks. 
  Brawn: Normal 
  Finesse: Normal (Positive: “Deft Runner”) 
  Brains: Normal (Positive: “Detect Lies”)
  Spirit: Good (Positive: “Handsome As Hell”; Negative: 
  “Sort of Snobby”)
  Items: Gold watch, Frisbee, credit cards, MP3 player, cell 
  phone 
  Augustus -- “Manipulative Lunatic”
  Augustus is the brains behind the mayhem. He manipulates 
  his sister, Sarah, into killing whoever comes to the island. 
  On the surface, he seems to be well educated and equally 
  well mannered. But it’s a façade. In truth, he’s more evil 
  than Sarah. 
  Brawn: Normal 
  Finesse: Normal (Positive: “Quiet Walker”) 
  
  9.
  Horror Island
  Brains: Normal (Positive: “Sharp as a Tack”, 
  “Resourceful”)
  Spirit: Good (Positive: “Manipulative”; Negative: 
  “Mean-Natured”)
  Items: Hunting knife (concealed)
  
  10.
  Slasher Flick
  
  11.
  Horror Island
  Sarah -- “Brutish Psychopath”
  Sarah is a deformed woman with freakish strength and a 
  simple mind. She stands just under seven feet tall, giving 
  her an imposing visage. Despite being a simpleton, Sarah 
  does have a mean-streak and takes a twisted pleasure in 
  massacring people. She’s very loyal to her brother and does 
  whatever he says without question. Sarah seldom speaks, 
  but when she does, her words are usually monosyllabic 
  and mispronounced. 
  It goes without saying that Sarah’s brain is not right. 
  It causes her to be overtaken by violent headaches at 
  seemingly random times. They last for as long as a minute 
  and cause her to double over in pain while clutching her 
  head. She also has an adverse reaction to loud noises and 
  reacts similarly, though she usually just gets angry and 
  fights her way through the pain.
  Components: 
  Fearful 
  Visage, 
  Low-Intelligence, 
  Miscellaneous Disadvantage (Hates Loud Noises), 
  Miscellaneous Disadvantage (Suffers From Sudden 
  Headaches), Superhuman Strength
  
  12.
  Slasher Flick
  Section Three
  The Three Acts
  This flick follows the same three-act model that is used to 
  provide structure to films.
  Act I
  Act I comprises the first quarter of the flick. It provides 
  exposition, an introduction to the characters and the overall 
  plot.
  Getting to the Island
  The game kicks off with Jefferson Dalton and the player-
  controlled characters aboard his fancy speedboat, en route 
  to the island. This is a great opportunity for the players to 
  get a feel for their characters, so let them do some role-
  playing. In fact, you should encourage it. If they are being 
  tight-lipped, use Jefferson to liven up the conversation. He 
  can start talking about how he purchased the island from 
  a shady fellow who seemed all too eager to get rid of the 
  place. He also tells them that there are supposed to be some 
  cabins and a large house that were abandoned decades ago. 
  Supposedly, the island is now uninhabited.
  After they’ve done some character interaction, read or 
  paraphrase the following:
  “You look to the horizon, only to glimpse an island in the 
  distance. It takes a while to get close enough to see the 
  shore in much detail, but once in viewing distance, you 
  see that the island is heavily wooded with extremely tall 
  trees that look as thick as any found in remote jungles. On 
  
  13.
  Horror Island
  the closest shore, you notice a cluster of small cabins, all 
  of which are in shabby condition. Near them, though, is 
  what was certainly a luxurious house in its day, which has 
  long since passed. Like everything else you’ve spotted so 
  far, the wooden dock is far from being in pristine shape. It 
  looks solid enough to use, but just barely. It’s a good thing 
  you got here when you did, though, as nighttime is less 
  than a half hour away.”   
  Initial Activities 
  Upon landing, let the characters explore their surroundings 
  and converse as they please. This is actually very crucial to 
  the success of the flick. For one thing, it allows the players 
  a sense of freedom. For another thing, it gives the players 
  a chance to further establish their characters’ personalities. 
  This is as important as any kill scene.
  After the characters do whatever it is that they want to do for 
  a while, darkness descends upon the island. If none of the 
  players have suggested a course of action, have Jefferson 
  suggest holing up inside the large house. It’s possible that 
  they don’t want to do this, which is perfectly fine. Location-
  based flicks are all about freedom of choice. 
  Stranded
  Sarah and Augustus keep a close eye on the characters at 
  any given time, lurking in the shadows and hiding in the 
  tree lines. This means that as soon as the characters move 
  away from view of the boat, Sarah climbs aboard and steals 
  the motor in order to prevent them from leaving. You can 
  even let the characters make a Brains check in order to 
  hear the racket made by her yanking it out of the boat. If 
  they succeed, they can come out in time to see a glimpse 
  of a person leaping off the deck and into the water with the 
  
  14.
  Slasher Flick
  motor. If they try to follow her, they’ll come up short. It’s 
  just too dark and she had too much of a head start for them 
  to pursue her effectively.
  Sarah will stash the motor somewhere on the island (the 
  exact location is your call). This gives the characters a 
  reason to explore the area, making the game more exciting 
  for everyone.
  Act II
  Act II comprises the next two quarters of the flick. It is 
  the meat and potatoes of the story, wherein most of the 
  murders occur. The characterization started in Act I 
  should be expanded upon here as well. They should begin 
  partaking in whatever activities they wish (doing drugs, 
  having sex, exploring the island, consuming mass amounts 
  of alcohol, etc.). 
  Separating The Characters 
  Once the characters get settled in with the activity or 
  activities of their choice, you’ll need to start breaking 
  them away from each other so that Sarah can do what she 
  does best. Generally speaking, she won’t attack more than 
  two characters at a time, unless she’s extremely desperate. 
  Players looking to earn genre points will not need to be 
  prompted to split up, making your job a lot easier.
  Jefferson provides you with a wonderful tool for goading 
  the other characters into doing things. As such, try not to 
  have him killed off too early. And if he fails a kill scene, 
  opt to have him captured instead of butchered. This, too, 
  will give the characters a reason to be proactive. 
  
  15.
  Horror Island
  Not all players are so easily rousted from the safety of 
  their comrades. When players are hesitant to have their 
  characters delve out into the unknown, there are things you 
  can do to encourage them to take the plunge. This section 
  gives you some ways for doing that.
  General
  Use these for characters in any location. 
  The character sees or hears something in the 
  •	
  woods.
  The character finds a cute dog earlier in the game. 
  •	
  Later, it runs off into the woods, possibly barking 
  at something. 
  Jefferson gets a game of Frisbee going and the disc 
  •	
  goes flying out into the woods.
  A stoned character has hallucinations of a trippy 
  •	
  animal or critter (unicorn, blue elephant, talking 
  raccoon, etc.) that prompts him to follow it away 
  from the others.
  Mention to two horny characters that they could use 
  •	
  some “alone time”, where nobody else is around.
  Let one of the characters see a bit of the asylum 
  •	
  over the treetops.
  The character spots what looks like a walking 
  •	
  trail through the woods. It could even lead to the 
  shack. 
  The character smells something akin to a dead 
  •	
  animal in the distance.
  Smoke is seen coming from the other side of the 
  •	
  island. It’s emanating from the cooking pit at the 
  shack. If a character has been killed already, the 
  character may find the victim being cooked.
  Allude to the fact that there’s buried treasure on the island.
  •	
  
  16.
  Slasher Flick
  If the characters all decide to go somewhere 
  •	
  (skinny-dipping, to start a campfire, etc.), devise a 
  reason for one or two of them to stay behind.  
  The character has to relieve himself.
  •	
  Jefferson plays a joke on the characters by telling 
  •	
  a scary story and then scaring the crap out of 
  everyone. Have the characters take a freak-out 
  check to avoid running off in separate directions.
  While skinny-dipping, one of the characters notices 
  •	
  that his or her clothes are gone from the shore. 
  The clothes can be found deeper into the woods, 
  basically like a trail of bread crumbs… leading the 
  character into possible oblivion.
  Dr. Brennerwood’s House 
  Use these for characters who are inside Dr. Brennerwood’s 
  house.
  When the characters first arrive, there is no 
  •	
  electricity in the house. This is the perfect time 
  to lure a character away to the power generator 
  building.
  The electricity goes back off.
  •	
  The character hears a noise coming from under the 
  •	
  house.
  Jefferson asks someone to get him a corkscrew out 
  •	
  of the kitchen.
  The character finds a newspaper clipping or file 
  •	
  that lets him know that there’s an asylum on the 
  island. 
  A window breaks upstairs (probably caused by a 
  •	
  tree limb or high winds).
  Footsteps are heard upstairs.
  •	
   
  
  17.
  Horror Island
  
  18.
  Slasher Flick
  Events
  The following two events can be inserted into the flick as 
  you see fit. They are entirely optional.
  “Say Hi to Augustus” 
  You can have Augustus approach the characters early on 
  in Act II and pretend to be stranded on the island. He calls 
  himself Rodney Winkler and claims to have been on a small 
  fishing boat that was tossed off course due to a ferocious 
  storm. According to his story, his boat crashed here a week 
  ago. If pressed to prove it, he will show them where his 
  boat supposedly crashed (i.e., where the drug dealers’ boat 
  was sunk by Sarah). 
  He attempts to get in good with the characters. If he does 
  so, he will strive to subtly lure them away so that Sarah can 
  butcher them one by one. 
  If the characters have already seen or heard Sarah, the 
  characters will likely ask him about her. He responds that 
  something or someone chased him through the woods a 
  few days ago, but he successfully hid from it. He states that 
  he didn’t get a good look at the beastly individual.  
  “Surviving Drug Dealer” 
  The characters hear boards slightly creaking in Dr. 
  Brennerwood’s house. Upon further investigation, they 
  will find a half-starved Columbian man who speaks very 
  little English. He’s scared out of his wits and is extremely 
  skittish. He was one of the drug dealers who crash-landed 
  here four months ago. They were tending to a marijuana 
  crop they had planted a year ago, when they heard a noise. 
  The man dashed away to hide, while his cohorts went to 
  check out the source of the sounds. He watched helplessly 
  
  19.
  Horror Island
  as Sarah and Augustus butchered them. Fortunately, the 
  two murderers failed to notice him. This gave him the 
  opportunity to sneak away and hide. The man has remained 
  in the house ever since, venturing out only to seek food 
  and water… and even then, only on rare occasions.
  The man, who identifies himself as Arcebio Alvez, will tell 
  his tale to the characters in very broken English, once he 
  has calmed down.
  Alternatively, you can alter it so that the characters don’t 
  find him in the house. Rather, they find him locked in a 
  cell in the asylum or chained to a wall in the shack. He was 
  indeed found by the siblings and is being kept alive to be 
  used as a meal at a later date.
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  21.
  
  22.
  Slasher Flick
  Act III
  Act III comprises the final quarter of the flick. In most 
  cases, Act III begins when the killer becomes exerted. It 
  contains two distinct phases. The first phase is the climax, 
  where the story reaches its maximum tension and forces 
  a final confrontation between the remaining character(s) 
  and Sarah and (or) Augustus. The second phase is the 
  denouement, where there is a sense of calm and a state of 
  equilibrium returns.
  The ideal denouement would, of course, be the survivor(s) 
  escaping the island, sailing off into the sunrise. That’s nice 
  and pretty, but keep in mind that you’re playing Slasher 
  Flick… and in Slasher Flick, it’s very possible that none of 
  the characters will survive at all. As such, the denouement 
  returns due to the fact that Sarah and Augustus no longer 
  have interlopers on their island. 
  Escaping The Island 
  As soon as trouble starts brewing, it’s likely that the 
  characters will flock to the boat and try to get the hell out 
  of Dodge. While this reaction is understandable, you can’t 
  let it happen early on. This is the main reason that Sarah 
  has snatched the boat’s motor – she doesn’t want her prey 
  to escape.
  So, how can the characters flee the island at the flick’s 
  climax? Let’s look at a few options.
  Find the Motor 
  The most obvious method of escape is to find the motor 
  and reattach it to the boat. As mentioned earlier, you can 
  freely determine where the motor was stashed. Carrying 
  the motor will require two characters, both of which will 
  
  23.
  Horror Island
  roll one less die for Finesse checks.
  Once the motor is brought aboard the boat, it has to be 
  installed before it can become operational. This requires 
  two people as well. Plus, one of them will have to make a 
  Brains check each minute, rolling one less die than usual. 
  Four checks must be successful in order to make the boat 
  functional.
  For some added fun, you can have Sarah (if she’s still 
  alive) climb onto the deck from the water in an attempt to 
  prevent the characters from leaving. This could make for a 
  fun and tension-filled climax!
  
  24.
  Slasher Flick
  Build a Raft
  The characters might attempt to make a raft. This can lead 
  to some juicy kill scenes, as the characters will likely split 
  up to find the necessary components for the construction 
  process. The wood can be obtained from practically 
  anywhere on the island. Ditto for the sail or paddles. The 
  hard part will probably be finding rope to tie it all together 
  with. If the characters go with this method of escape, the 
  only place rope can be found is in the asylum storage 
  building.
  Once all the parts are gathered, putting the raft together will 
  take about four minutes if there are six characters helping 
  out. For each character less than six, add an additional four 
  minutes to the total time required. For example, if there are 
  only three characters helping, it will take sixteen minutes. 
  This requires no checks unless under extremely strenuous 
  or stressful circumstances (e.g., Sarah is stalking toward 
  the characters as they build it). In that case, each character 
  will need to make a successful Finesse check. Failure will 
  require an additional minute to be added for each failed 
  check. 
  Should the characters build the raft early in the flick, 
  consider making it darn near impossible to escape on it. 
  Sarah could attack after the raft is on water, there could be 
  a construction flaw that makes it come apart, etc. 
  Use a Cell Phone
  Wrong answer. Cell phones get no signal on this terrible 
  island.
  Get Rescued 
  It’s entirely possible for you to have a helicopter 
  
  25.
  Horror Island
  miraculously come by and attempt to rescue the characters. 
  This can be done in two ways.
  The first way is as a simple plot device late in the film if 
  Sarah and Augustus have been dispatched in some manner. 
  The helicopter comes by and rescues them. Roll credits.
  The second way is more interesting. Toward the end of the 
  flick, a helicopter swings by and spots the characters, who 
  are obviously in danger. Of course, there’s a complication… 
  and the complication’s name is Sarah. She will attack the 
  helicopter’s pilots and passengers after they land. Or if 
  you’d rather, you could have them drop a rope ladder to 
  the characters and as soon as they start climbing up, Sarah 
  starts climbing too. 
  The Sequel 
  As we all know, slasher films are notorious for generating 
  sequels. Horror Island could have one or more sequels of 
  your own. Here are some ideas for setting up Horror Island 
  2! Mix and match the ideas as you see fit. You can set these 
  up with an epilogue at the end of the flick if you’d like.
  If Sarah and (or) Augustus die, it becomes 
  •	
  apparent – preferably via an epilogue – that they 
  had procreated and ended up with twins. The twins 
  could be infants or up to eight years old. They can 
  be the killers in the sequel. Technically, you can 
  use this plot nugget even if they survive.
  The killer for the next flick will be a demonized 
  •	
  Emil Tarkus, who comes back from the dead to 
  exact revenge on his children (if they survived) and 
  to kill anyone who steps onto the island.
  
  26.
  Slasher Flick
  
  27.
  Horror Island
  The killer for the next flick will be a demonized 
  •	
  Dr. Darius Brennerwood, who comes back from 
  the dead to exact revenge on the children of his 
  murderers (if they survived) and to kill anyone who 
  dares to interrupt his studies and vile experiments.
  A corporation purchases the island from Jefferson 
  •	
  (if he survived) and is planning to set up a research 
  center there. The characters for the sequel could be 
  the construction workers/land developers/architects 
  sent over to break ground on the project. 
  The next batch of characters have their boat or 
  •	
  plane crash on the island after a vicious hurricane. 
  They could each have their own destinations and 
  reasons for boarding the boat/plane.
  The characters in the sequel comprise a search 
  •	
  party for the missing characters. This is especially 
  effective if all the characters from the first flick 
  perished.
  The sequel-bound characters are lowly members 
  •	
  of a military unit. They have been sent out to the 
  island for wargames and (or) survival training.
  
  28.
  Slasher Flick
  Section Four
  The Island Locales
  This section describes the various locations on the island.
  1. Shack
  The shack is an old, ramshackle structure made crudely of 
  logs and rusty tin. The door was made from what looks like 
  a large cafeteria-style table. The place reeks of rotten meat 
  and mold. Outside the house is a small vegetable garden, 
  with a cooking pit nearby. 
  1
  2
  3
  4
  5
  6
  8
  9
  7
  10
  10
  
  29.
  Horror Island
  The interior isn’t any easier on the eyes (or nose, for that 
  matter), with very little furnishings to speak of. Despite 
  the sparse furnishing, there’s a surprising amount of clutter 
  strewn about the place (old cans dating back to the 1960s, 
  crates, animal bones and discarded bits of vegetables). Two 
  fancy-looking beds with filthy mattresses and blankets can 
  be found close to each other and there is a kitchen table 
  with nasty old deer meat on it. 
  Things of Interest: 
  Characters snooping around the piles of clutter 
  •	
  will come across two partial human skeletons, still 
  clothed. Closer examination will reveal that one of 
  them has a wallet in a pants pocket. According to 
  the driver’s license, it belonged to Juan Vasquez, a 
  35-year old Columbian man who lives in Florida. 
  The skeletons were those of drug dealers who had 
  planted marijuana on the island and were killed for 
  their interloping. A Brains check reveals that the 
  victims were slain roughly four months ago, due to 
  blunt force trauma to the cranium.
  Characters looking on the floor around the kitchen 
  •	
  table can make a Brains check to find a butcher 
  knife that had apparently fallen off. 
  Where Are All The Maps?
  As you look through this section, you’ll notice that some 
  areas have a description, but not a map. This is because the 
  locales in question are simple enough that no map is really 
  necessary. After all, a shack is a shack is a shack. 
  
  30.
  Slasher Flick
  If the characters have already been to the asylum 
  •	
  storage building (Location 8), they will notice that 
  the empty cans in the shack match the ones found 
  there.
  2. Dr. Brennerwood’s House
  This building was once very beautiful and stately, though 
  it has long since fallen into a state of dilapidation. It’s light 
  blue paint has given way to the weather, as have the shingles 
  on the roof. The structural integrity of the place seems to 
  remain intact, but only barely. It looks as if it could start 
  deteriorating at any time. 
  The house’s interior is, despite all the dust and cobwebs, 
  in remarkable shape. Most of the furniture is even in good 
  enough condition to use. It’s obvious that a lot of money 
  went into the construction and furnishing of this house. 
  When the characters first arrive, there is no electricity in 
  the house. There is a power generator in a nearby building 
  (Location 4) that is still capable of producing electricity.
  Things of Interest: 
  Make sure that the characters find the letter from Dr. 
  •	
  Algers and Brennerwood’s journal (see end of book). 
  If they snoop through drawers and cabinets, that would 
  be the ideal place for them to be. If they don’t, you can 
  have them find the items wherever is convenient. 
  Characters entering the study or lounge (your 
  •	
  choice) for the first time should be prompted to make 
  a Brains check. Success indicates that they notice a 
  large bloodstain on the floor.  If the electricity has 
  been restored, the characters are given a bonus die 
  
  31.
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  32.
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  for this check. This is where one of the drug dealers 
  was murdered.
  If, for some reason, the characters venture into the 
  •	
  crawlspace beneath the house, they will find a six 
  feet-deep hole, covered by some rickety boards 
  sprinkled with dirt for camouflage. This is where 
  Emil and Clara hid from the authorities. To find it, 
  characters must make a successful Brains check. If 
  the check is failed while crawling in the dirt (rather 
  than looking from afar with a flashlight), the lead 
  character falls into the pit. In the pit, the character 
  will find evidence that people lived there for a few 
  days.   
  3. Staff Cabins
  All eight cabins were built identically. Unlike the superior 
  construction of Dr. Brennerwood’s house (Location 2), 
  these cabins were made of shoddy materials, which is why 
  they are in such disrepair. 
  The weather hasn’t been 
  kind to them, that much 
  is certain. Some of the 
  walls have crumbled and 
  the roofs are riddled with 
  holes. 
  Things of Interest: 
  The wooden floors 
  •	
  are largely unstable and 
  are in danger of caving 
  in with the application 
  of any shifting weight. 
  Whenever a character 
  
  33.
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  walks on the floors, you can have him periodically 
  make Finesse checks to avoid falling through. 
  4. Power Generator Building
  This plain-looking concrete building has a very drab 
  appearance, but is structurally sound, aside from the shabby 
  door that is barely holding together. It flaps in the breeze, 
  making a loud creaking sound.
  The interior is definitely 
  what you would call 
  “no-frills”. In fact, the 
  only object present is the 
  ancient-looking 
  power 
  generator that dominates 
  the building’s one room. 
  It covers most of the 
  room itself and is over 
  six and a half feet tall. 
  Things of Interest:
  There is a big 
  •	
  red lever on 
  the generator 
  t h a t  
  s h o u l d 
  theoretically start the contraption. Unfortunately, 
  there’s a pipe that’s disconnected. To reconnect it, a 
  character will have to squeeze between the generator 
  and the far wall. This requires a successful Finesse 
  check, as the pipe is pretty high up.  
  5. Marijuana Patch
  This large patch of marijuana is roughly twelve feet long 
  and four feet wide. It was planted by the two drug dealers 
  
  34.
  Slasher Flick
  before being murdered by Augustus and Sarah.  
  Things of Interest:
  The patch can be detected by nearby characters who 
  •	
  make a successful Brains check. If the characters 
  don’t get close enough to the patch to make the 
  check, feel free to move the patch somewhere 
  else.
  Characters who find the patch and examine it will 
  •	
  find nothing of interest, but will be taken by the 
  overwhelming feeling of being watched. If the 
  characters try to detect if they can see anyone, 
  you can have them make Brains checks. Success 
  indicates that they see a figure step behind a tree in 
  the woods. Should they try to track it down, they 
  find that no one is behind the tree now. 
  6. Asylum Graveyard
  This cemetery was created for the patients that perished 
  while committed to the asylum. There are dozens of graves, 
  most of which are marked by simple and inexpensive 
  headstones that appear to be incredibly weatherworn. The 
  clearing in which the graveyard is located is gloomy, due 
  to the tree branches reaching out to cover it up. Very little 
  sunlight makes its way through these branches. 
  Things of Interest:
  Characters inspecting the gravestones will find that 
  •	
  very few of the inscriptions are still visible. A few 
  of them are barely readable (mainly the ones from 
  the 1950s and ‘60s. 
  Characters looking around the graveyard should be 
  •	
  
  35.
  Horror Island
  asked to make a Brains check. If successful, they 
  notice that at the far edge of the cemetery is a more 
  crudely fashioned gravestone that looks to have 
  been hand-chiseled. The inscription (also chiseled 
  by hand) reads: “Here lies the cruel bastard named 
  Brennerwood. May he rot in hell!”  
  7. Brennerwood Asylum
  Dank and bleak looking, this building gives anyone who 
  gazes upon it a chill down their spine. It’s as if evil itself 
  lingers about the structure, waiting for someone to step 
  into its maw so that it can devour them, body and soul. 
  When describing the place, you should use words that 
  convey this (“desolate”, “dreary”, “dismal”, “depressing”, 
  “foreboding”, etc.).
  It should be noted that all the windows are sturdily boarded 
  up and are also covered by bars. They are generally 
  considered impossible to get through.
  To make the most of this adventure, you should try to lure 
  at least some of the primary/secondary characters into the 
  asylum. This can best be achieved by having Sarah chase 
  them to the locale, a favorite tactic of hers. She uses her 
  familiarity of the asylum to gain the advantage over her 
  would-be victims.
  If the characters go inside, they will find that the doors are 
  chained shut (except the one they enter from). Of course, 
  whenever possible, Sarah or Augustus will slip around and 
  chain the door they enter from as well. Bypassing these 
  chains is impossible without the aid of some manner of 
  equipment (a crowbar, axe handle, makeshift key, etc.). 
  Breaking a chain (even with an implement) should be very 
  
  36.
  Slasher Flick
  difficult, requiring a Brawn check with one less die than 
  usual.
  Only the rooms with something truly noteworthy about 
  them are listed below. The 
  map should be sufficient 
  for other rooms. It must 
  also be mentioned that the 
  absence of furnishings on 
  the map does not indicate 
  that no such furnishings 
  are present. It’s just that 
  on a map of this size, 
  listing the furnishings 
  would only serve to make 
  the map more difficult to 
  read. It should be assumed 
  that the rooms have 
  remnants of the furniture 
  one would expect to find 
  there (eating tables in the 
  dining room, desks in the 
  offices, etc.)
  Things of Interest:
  The Pit (Basement):
  •	
   
  This is exactly 
  what it sounds like: a giant hole in the ground, 
  some fifteen feet deep. This was where troublesome 
  patients were detained for special “treatments”. 
  The bottom of the pit is strewn with old rags and 
  animal bones.
  
  37.
  Horror Island
  Testing Area (Basement): 
  •	
  Amidst a bunch of 
  rotten tables and rusty file cabinets, characters 
  can find records of an experiment of an inhumane 
  nature (see the end of the book for the handout). 
  Many of these 
  revolve around 
  what is termed 
  “human alteration 
  e x e r c i s e s ” , 
  which seem to 
  be attempts at 
  primitive genetic 
  e ngi ne e ri ng. 
  A c c o r d i n g 
  to the records, 
  the end results 
  were 
  almost 
  invariably death, 
  m a d n e s s  o r 
  paralysis. 
  One 
  file that stands 
  out, however, 
  is that of Clara 
  S. 
  Ridgeway. 
  T h e  
  t e s t s 
  performed on 
  her represented 
  an attempt to make any child she was to carry in her 
  womb “superior to normal children in every way, 
  despite the chances of mutation in said child”. 
  
  38.
  Slasher Flick
  Asylum Ground Floor
  
  39.
  Horror Island
  
  40.
  Slasher Flick
  Asylum Second Floor
  
  41.
  Horror Island
  
  42.
  Slasher Flick
  Asylum Basement Level
  
  43.
  Horror Island
  
  44.
  Slasher Flick
  8. Asylum Storage Building
  This long building was used to store various supplies 
  and tools for use by the asylum staff. There are a lot of 
  crates present. Some of them have been opened and others 
  haven’t been touched in decades. The ones that have been 
  busted open appear to have non-perishable foodstuffs 
  (canned goods, mostly). Also present are bales of rotten 
  hay, grounds keeping equipment, maintenance tools and 
  cleaning supplies. 
  Things of Interest:
  Characters can find a few tools in here, but most of 
  •	
  them are old and in poor condition. The only ones 
  that could be of much use would be a hammer and 
  hedge-clippers. 
  If the characters have already been to the shack 
  •	
  (Location 1), they will notice that the cans in the 
  storage building match the empty ones found 
  there. 
  9. Slaughterhouse 
  The slaughterhouse is a building made of brown and gray 
  stone. The roof is almost entirely gone now. The structure 
  was constructed purely for function, with aesthetics being 
  left out of the equation altogether. There are two wooden 
  fences that are so weather-torn that they can only barely 
  still be called fences. One of the fences – presumably for 
  cattle - is attached to the north end of the building. The 
  other fence – likely for pigs – is located just southwest 
  of the building. Two fields are seen to the west and were 
  obviously used to grow vegetables for consumption by the 
  asylum’s residents and staff.
  
  45.
  Horror Island
  The interior of the building is one large room. Rusted, 
  blood-stained meat hooks dangle from what’s left of the 
  rafters and decrepit white sinks and cleaning areas are 
  still standing against the southern wall. Butchering tables 
  remain standing as well, though they look as if a slight 
  breeze would send them shattering to the floor. Speaking 
  of the floor, it is cluttered with large chunks of the caved-in 
  roof. Traversing it requires a Finesse check. 
  Things of Interest:
  If the characters actually enter the building, ask 
  •	
  them to make a Brains check. Success indicates that 
  they notice that one of the meat hooks has traces of 
  relatively fresh blood on it.  
  10. Docks
  The island sports two wooden docks, neither of which 
  are in great shape. The northern dock (the one near the 
  asylum) is in such feeble condition that it has partially 
  collapsed. Any heavy treading on it will cause the rest of it 
  to give way and crumble into the water. The southern dock 
  (the one near the cabins) isn’t in good shape, but it’s still 
  usable. Only massive amounts of commotion will cause it 
  to collapse. 
  
  46.
  Slasher Flick
  Section Five
  Pre-Generated Characters
  About The Characters
  This section presents a selection of characters for the 
  players to use, in case you want to skip the character 
  creation process. Each character comes as a secondary 
  character but also has the necessary modifications to make 
  him or her a primary character. 
  Inconsistencies
  It’s important to note that, due to the nature of the actual 
  character creation process, these characters will not 
  match up perfectly to those created using the standard 
  system. For example, in the rules, players have to spread a 
  certain number of alterations out amongst their secondary 
  characters as they see fit. However, since this flick doesn’t 
  say specifically how many primary versus secondary 
  characters there are, it’s impossible to give the appropriate 
  amount of alterations.
  The important thing is that these characters will not 
  unbalance the game, as the differences between them and 
  the ones made with the character creation rules are minor.
  Gender Switching
  Also, you are free to change the gender of the characters, 
  though some of them might require a touch of tweaking. 
  For example, changing Bambi Sutter’s gender will make 
  it hard for the character to be Brandon’s girlfriend. Any 
  changes should be worked out with the Director.  
  
  47.
  Horror Island
  Who Is Jefferson Dalton?
  In the character write-ups below, you’ll see references to 
  someone named Jefferson Dalton. Of course, the Director 
  already knows who he is, but since players haven’t read 
  the flick, they will be in the dark.
  All that needs to be known before the game begins is that 
  Jefferson Dalton is a young man bestowed with a great 
  deal of wealth. He has recently purchased an island and 
  intends to take a small group of people with him to check 
  it out. The characters below are the ones he has asked to 
  join him.
  Jamal Sakkad – “Spiritual Pacifist”
  Jefferson Dalton’s good friend Jamal may not be from 
  Africa, but he’s deeply in tune with his African roots, even 
  dressing in colorful clothes that show his ancestral pride. 
  He speaks very deliberately, as if every word comes directly 
  from his soul and he never fails to be helpful, putting others 
  before himself. He comes off as being extremely wise for 
  his relatively young age. 
  Brawn: Poor 
  Finesse: Normal  
  Brains: Normal (Positive: “Wise Beyond His Years”)
  Spirit: Good (Positive: “Calmness”, “Deep Thinker”; 
  Negative: “Pacifist”)
  Items: Various tribal idols, ivory necklace, book about 
  Africa
  Primary Character: If Jamal is chosen as a primary 
  character, make the following adjustments:
  Increase Brains to Good
  •	
  
  48.
  Slasher Flick
  Add the following positive quality to Finesse: 
  •	
  “Stealth”
  Add the following special ability: Steel Yourself
  •	
  Brandon 
  Dalton 
  – 
  “Carefree 
  Younger 
  Brother”
  Brandon Dalton is Jefferson’s younger brother. He’s 18 
  years old and is ready to take on the world. He wants top 
  experience everything life has to offer: booze, adventure, 
  girls, and whatever else comes his way. He’s also a smooth 
  talker when it comes to the opposite sex. 
  Brawn: Normal (Positive: “Stout Arms”)
  Finesse: Normal (Positive: “Natural-Born Athlete”) 
  Brains: Normal (Negative: “Unperceptive”)
  Spirit: Normal (Positive: “Persuasive to Females”)
  Items: Wallet (with condoms inside), cell phone, bottle of 
  whiskey 
  Primary Character: If Brandon is chosen as a primary 
  character, make the following adjustments:
  Increase Finesse to Good
  •	
  Add the following positive quality to Spirit: 
  •	
  “Willful”
  Add the following special ability: Dumb Luck
  •	
  Bambi Sutter – “Voluptuous Bimbo”
  Brandon’s current squeeze is sexy, slutty and won’t be 
  winning any spelling bees in the near future (or ever, 
  for that matter). She possesses a certain “cute” charm, 
  however, that endears herself to people… at least in the 
  short term. Her ditziness can grate on one’s nerves after 
  a while, though. She usually chews gum, compulsively 
  
  49.
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  blowing bubbles with it.
  Brawn: Poor (Negative: “Can Only Sissy-Fight”)
  Finesse: Good (Positive: “Run in High Heels”, 
  “Flexible”) 
  Brains: Poor 
  Spirit: Good (Positive: “Sexy As Hell”, “Sweetheart”)
  Items: Purse, makeup, hair spray, mirror, nail file 
  Primary Character: If Bambi is chosen as a primary 
  character, make the following adjustments:
  Increase Spirit to Good
  •	
  Add the following positive quality to Finesse: 
  •	
  “Hiding”
  Add the following special ability: Scream Queen
  •	
  Elaine Brody – “Bookish Girl-Next-Door”
  Elaine Brody is a friend of Jefferson Dalton. She is actually 
  quite pretty, but doesn’t do anything to bring out that beauty 
  to its fullest. She has mousy brown hair and a smile that is 
  genuine and reassuring. Elaine is studying hard to become 
  a marine biologist, seldom straying too far away from her 
  books on the subject. She may be rather quiet and modest, 
  but she’s not wholly a wallflower. She occasionally puts 
  down the books and mingles with people.
  Brawn: Poor (Negative: “Lacking In Stamina”)
  Finesse: Normal  
  Brains: Good (Positive: “Marine Biology”, “Smart 
  Cookie”) 
  Spirit: Normal (Positive: “Strong Will”)
  Items: Pile of books, purse, notebook, ink pen, hairbrush, 
  scuba gear 
  
  50.
  Slasher Flick
  Primary Character: If Elaine is chosen as a primary 
  character, make the following adjustments:
  Increase Spirit to Good
  •	
  Add the following positive quality to Brawn: 
  •	
  “Strong When Cornered”
  Add the following special ability: Adrenaline 
  •	
  Boost
  Joey “The Animal” Brewer – “Wild & Crazy 
  Party-Meister”
  If you look deep into the soul of Jefferson Dalton’s party-
  buddy, you’ll see that… well, he’s pretty shallow. This 
  isn’t to say that he’s a bad guy or anything – he’s not. He’s 
  incredibly affable, outgoing, boisterous and fun loving…. 
  often to the point of being annoying. He wants to live life 
  to the fullest and as far as he can tell, that requires a large 
  quantity of booze. 
  Brawn: Normal (Positive: “Muscular”, “Impressive 
  Endurance”)
  Finesse: Normal (Negative: “Stumbles A Lot When 
  Drunk”) 
  Brains: Normal  
  Spirit: Normal (Positive: “Life of the Party”)
  Items: Keg of Beer, flask of whiskey, munchies, beer hat, 
  nudie magazines 
  Primary Character: If Joey is chosen as a primary 
  character, make the following adjustments:
  Increase Brawn to Good
  •	
  Add the following positive quality to Spirit: 
  •	
  “Never 
  Gives Up”
  Add the following special ability: Stupid Action
  •	
  
  51.
  Horror Island
  Tony Banelli – “Brooding Bad Boy”
  Tony Banelli is Brandon Dalton’s friend, despite being 
  from very different walks of life. Clad in his leather jacket, 
  white tank top and tight blue jeans, this rebel plays to the 
  Italian “street tough” stereotype in every way. He’s a tough 
  talking badass who has a surprising amount of loyalty and 
  morals.   
  Brawn: Normal (Positive: “Brawler”)
  Finesse: Normal  
  Brains: Normal (Positive: “Quick Thinker”; Negative: 
  “Not Very Learned”) 
  Spirit: Normal (Positive: “Not Easily Frightened”)
  Items: Switchblade knife, pack of smokes, lighter
  Primary Character: If Tony is chosen as a primary 
  character, make the following adjustments:
  Increase Brawn to Good
  •	
  Add the following positive quality to Finesse: 
  •	
  “Dodging”
  Add the following special ability: Adrenaline 
  •	
  Boost
  
  52.
  Slasher Flick
  
  53.
  Director’s Notes:
  
  54.
  Dear Darius,
      Please don't think me ungrateful for all that you've done for me 
  over the years, but I'm afraid I must distance myself from you, both 
  personally and professionally. 
      While I appreciate your ideas and thought processes, I cannot con-
  done your methods of learning more about the human brain. My God, man, 
  these are people, not guinea pigs! They have thoughts and feelings and 
  emotions, despite the fact that they are mentally ill. The experiments 
  you described in your last letter are are beyond horrifying.
      Similarly, your notions of augmenting human strength are posi-
  tively abhorrent. Who are we to play God? We’are doctors, not deities. 
  Particularly bothersome was what you said you did to the patient, 
  Clara Ridgeway. Giving her that blasphemous concoction and trying 
  to mate her with a psychopath like Emil Tarkus is unthinkable and 
  disgusting.
      I was hoping that the government would have shut down your asy-
  lum when it was investigated ten years ago, but instead they looked 
  the other way, serving you only with a stern reprimand. That was a 
  mistake. You were once a great man and a great doctor who genuinely 
  wanted to make the world a better place. But you have changed for the 
  worse, and it all started when you purchased the island and built the 
  asylum more than forty years ago. 
      I once looked up to you, but now I cannot help but hold contempt for 
  you and pray that God takes pity on your soul when you take leave of 
  this world. Please close the operation down once and for all. What you 
  are doing there is wrong and the sooner the place is shut down, the 
  better.
      Sincerely,
         Raymond 
  Dr. Raymond Algers
  375 Beaumont Ave.
  Cincinati, OH.
  45223
  November 1, 1966
  This is to be found in Dr. Brennerwood’s house.
  
  55.
  Experiment Report #27
  SUBJECT: Ridgeway, Clara S. (f, 26 yrs)
  START DATE: August 12, 1965
  8-12-1965 --
  Subject has taken to the liquid treatment much 
  more readily than the injected treatment [exp. 
  rep. 20]. No vomiting, bloody stools, hallucina-
  tions or fever this time. Outlook positive. Will 
  watch over her for negative side effects.
  8-15-1965 --
  Small side effects have begun to occur, none of 
  which are serious enough to cease treatment. 
  Slight vomiting and palid skin. Will continue 
  with Phase Four.
  8-20-1965 --
  Phase Four begins with frustrating results. 
  Subject has not taken well to selected mate 
  [Tarkus, Emil J.]. 
  8-26-1965 --
  Tarkus surprises me by showing warmth to sub-
  ject. A madman of his ilk demonstrating warmth 
  could lead to other studies for me. Will contin-
  ue to encourage procreation.
  6-4-1966 --
  After more than a year of attempting to mate 
  subject with Tarkus, it appears that she is 
  with child. With any luck, this child will ex-
  hibit enhanced strength and stamina, making 
  this experiment a resounding success. Subject’s 
  well being is negligable. 
  This is to be found in the asylum.
  
  56.
  Excerpts from Dr. Brennerwood’s Journal
  Excerpt #1 (dated 3/12/20)
      I have secured the purchase of the island and have 
  invested the money necessary to start breaking ground 
  on the asylum. This is my dream come true. I can help 
  all of mankind by better understanding the human 
  brain. Others may scoff or show disapproval of my ad-
  mittedly extreme methods, but the end result will bene-
  fit everyone. I must, however, keep my experiments secret 
  until such a time that I can prove my theories.
  Excerpt #2 (dated 6/10/25)
      Today marks my defining moment. Construction on the 
  asylum and all the other buildings has been finished 
  for a month and I now await the arrival of my staff. I 
  hand picked each and every one of them, so that I will 
  meet with no resistance from them in regards to my ex-
  periments. 
  Excerpt #3 (dated 1/20/27)
      I fear that I’ve gone too far this time. One of my 
  experiments resulted in the deaths of seven patients. 
  Worst of all, it’s back to the drawing board for my theo-
  ry on maintaining life after the heart stops.
  Excerpt #4 (dated 8/2/27)
      Six more dead patients this week. This is the fifth 
  failure for my life-after-death studies. It’s getting more 
  difficult to explain these losses of life. I must aban-
  don these studies and move on to another project.
  Excerpt #5 (dated 8/24/29)
      It’s time to admit to myself that my experiments 
  serve two purposes. The first, of course, is to help the 
  human species. But the second is quite shameful and 
  hard to admit. You see, I ENJOY inflicting pain on oth-
  ers, for reasons I cannot possibly fathom. What is wrong 
  with me?
  Excerpt #6 (dated 4/22/34)
      Two of my employees caught me torturing a patient 
  for my own personal pleasure. One of them will have to 
  be “dealt with”.
  This is to be found in Dr. Brennerwood’s house.
  
  57.
  Excerpts from Dr. Brennerwood’s Journal (cont.)
  Excerpt #7 (dated 7/11/55)
      Goddamn those meddling bastards! After the judge 
  deemed the malpractice suit against me well-founded, the 
  government is stepping in to conduct a thorough inves-
  tigation of my operation. I shall do my best to hide my 
  controversial activities while the investigation com-
  mences. 
  Excerpt #8 (dated 1/17/56)
      The investigation ended today and the government 
  did little more than reprimand me. Luckily, I was able 
  to hide the worst of it from them. Otherwise, all would 
  have been lost.
  Excerpt #9 (dated 7/27/56)
      Ever since the malpractice suit, the families of our 
  patients have been removing their loved ones by the 
  droves. This could be disastrous.
  Excerpt #10 (dated 12/26/56)
      My experiments continue, despite having to run the 
  asylum with a skeleton crew. We now have only 25% of 
  the patients we had a year ago. This has hurt our fund-
  ing terribly. There are rumblings that I won’t be able to 
  keep it going on such meager funds, but I MUST continue.
  Excerpt #11 (dated 8/6/64)
      I began my experiments with a patient named Clara 
  Ridgeway. If it is successful, it could be a massive 
  breakthrough for medical research. I won’t go into de-
  tail here, as I would simply be rehashing what is in the 
  files at the asylum.
  Excerpt #12 (dated 8/20/65)
      I have attempted to breed the subject with the serial 
  killer named Emil Tarkus. Hopefully, they will produce 
  the offspring desired for my research.
  Excerpt #13 (dated 2/27/66)
      The patients have revolted. Staff is dead. Tarkus and 
  Ridgeway are hunting me. They were outside my house, at-
  tempting to get in. God help me!
  
SOURCE: textdata/thevault/Slasher Flick/Slasher Flick - Horror Island.pdf