TEXT: The Haunting of
  Creedmore Asylum
  The Haunting of
  Creedmore Asylum
  H o r r o r
   TM and © 2016 Monte Cook Games, LLC
  A gothic Horror Adventure by Tom Robinson
  
  2
  Horror Adventure
   TM and © 2016 Monte Cook Games, LLC
  This product was created under license. CYPHER SYSTEM and its logo, and CYPHER SYSTEM CREATOR and its logo, are 
  trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character 
  names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. www.montecookgames.com.
  This work contains material that is copyright Monte Cook Games, LLC and/or other authors. Such material is used with 
  permission under the Community Content Agreement for Cypher System Creator.
  All other original material in this work is copyright [2016] by Tom Robinson and published under the Community Content 
  Agreement for Cypher System Creator.
  Creedmore Asylum was built in 
  1870 in upstate New York in order 
  to house the growing number of the 
  clinically insane.
  It was a pleasant facility that 
  was simply too neat, too perfect and 
  far too orderly.
  A private investigation was 
  launched at the request of one 
  of the wealthier relatives of a 
  thoroughly insane resident.
  It was discovered that those 
  housed at the Asylum were being 
  mistreated and experimented on 
  by the staff and physicians. The 
  authorities moved in quickly and 
  the facility was shut down.
  The Asylum sat vacant for many 
  years, the only inhabitants being 
  the caretakers and their families.
  Local tales tell of the final, 
  young 
  caretaker 
  who 
  brutally 
  murdered his family during a 
  drunken attack one mid-summer 
  night. Then, setting fire to his 
  house that was built near the 
  Asylum, ultimately gave himself 
  to the fire after discovering the 
  horror of what he had done.
  The spirits of the caretakers, 
  family are said to still reside 
  at the Asylum playing out their 
  murderous rampage.
  Townsfolk 
  swear 
  that 
  the 
  mournful cry of the caretakers 
  infant child can still be heard 
  with the insane, gibbering upon 
  the wind, if anyone ventures too 
  near the Asylum.
  Note to The GM
  The adventure has the appearance that Harold 
  Gorman is the murderer of his family. It is true 
  that he brutally murdered his wife with his axe. 
  However, his wife, Dorothy, sacrificed their child, 
  Thomas, by burning him alive in the fireplace to 
  gain immortal life; Harold merely seeks a way to 
  save the child.
  The restless spirits within the Asylum are kept here 
  by the infant, Thomas, whose eternal agony plays 
  out until his charred remains are buried.
  Dorothy has possessed the Cult Leader and 
  through him controls the spirits within the 
  Asylum.
  
  3
  Horror Adventure
   TM and © 2016 Monte Cook Games, LLC
  PLOT: The year is 1935. Storms abound along 
  the eastern seaboard. A mysterious invitation 
  arrives inviting you to upstate New York to visit 
  a particularly eccentric uncle who has made a 
  discovery at an abandoned insane asylum.
  CAST: Up to six players. 
  LOCATION: A derelict insane asylum in upstate New 
  York.
  NPCS OF NOTE: Walter Maddock (uncle, found 
  mutilated), Donald Sukster (cultist leader).
  VILLAIN: Cultists, Harold Gorman (an enraged 
  spirit), Dorothy Gorman (the ghost of a witch), 
  Thomas Gorman (a tormented child spirit).
  MADNESS & SANITY
  When players encounter something shocking, they 
  must perform a SHOCK test (a basic Intellect test 
  with the tier determined by the GM). If this would 
  cause them to have their Intellect Pool reduce 
  to 0 and normally move down the damage 
  track, they immediately regain 1d6+tier to their 
  Intellect Pool but reduce their maximum Intellect 
  by 2 points (you may not exceed your new 
  maximum pool). A character whose Intellect Pool 
  reaches 0 in this manner becomes permanently 
  insane (and most likely a new resident).
  Madness & Insanity are the real villains to this 
  story.
  THE ASYLUM
  Players are free to explore any part of the Asylum 
  at their leisure. Some areas are outlined, others 
  are left for you to explain and fill with fiends or 
  other devilish fun encounters.
  Remember, the players will need to ultimately 
  make their way to top floor and discover the 
  burned remains of Thomas Gorman and the 
  possessed Donald Sukster.
  SHOCK LEVELS
  Event
  Level
  Something unexpected jumps out
  1
  A sudden and loud noise (a scream)
  2
  Seeing a corpse, immobile
  2
  Witnessing something supernatural 
  (the effects of, or casting of a spell)
  3
  Watching someone die or mutilated
  3
  Seeing something “impossible” (an 
  inanimate object sliding across the 
  floor, blood stream down the walls, 
  etc.)
  4
  Watching a friend die or mutilated
  5
  Seeing a monstrous or undead 
  creature (ambulatory creature)
  creature 
  level
  Witness a cosmic or supernatural 
  event (the dead rise from their graves, 
  the moon turns to blood, etc.) 
  5
  Seeing something mind-bending (like 
  an impossible, multidimensional 
  demigod coalescing out of thin air).
  8
  KEY ITEMS
  This item may be found at any location within the 
  Asylum. You should determine its location before 
  the adventure begins.
  A seemingly insignificant silver key will be 
  found amongst the ruin (for Game Day play, 
  it is recommended to place the key on Walter 
  Maddock’s body). The key is the magical 
  component used to open the lock on the ornate 
  box.
  An ornate box, with a seemingly simple locked 
  clasp, will be found among the books on a 
  shelf, under wreckage or out in the open. It is 
  magically locked and can only be opened by 
  the silver key. Contained within is a small, silver 
  medallion that allows the wearer to “see” ghostly 
  scenes in each room play themselves out from 
  the past. Increase the SHOCK level by +1 to the 
  players detriment for whomever takes this item. 
  This medallion is used to banish the spirit of 
  Dorothy Gorman.
  The Haunting of Creedmore Asylum
  
  4
  Horror Adventure
   TM and © 2016 Monte Cook Games, LLC
  As the players climb the steps onto the porch to 
  get out of the rain and weather, the sigh and 
  creak of the building and the chill of the night 
  give an ominous feel to the location. Lightning 
  rips the air as a bolt of thunder loudly proclaims 
  a welcome.
  OC
   
  v
   2
  POOR, MAD UNCLE MADDOCK
  In a very distressed armchair in the entry hall, 
  a mutilated and dessicated body rests in a 
  position of repose. The head of the body has 
  had the flesh removed, exposing the skull. The 
  throat has been ripped away and the torso bears 
  signs of many bloody holes at various intervals. 
  A piece of paper (see, The Telegram) is clutched 
  tightly in his left hand (INTELLECT 2 test to 
  discover it).
  S OCK 
  v
   3
  There is a phone here on the wall. It will no 
  longer function properly. All that will be heard 
  is the wind (with a haunting voice, whispering 
  unintelligible horrors to the listener).
  S OCK 
  v
   2
  WELCOME TO CREEDMORE 
  ASYLUM
  This is a “role-playing heavy” scenario involving 
  solving a mystery and putting to rest that which 
  haunts the Asylum.
  THE YEAR: 1935.
  LOCATION: Upstate New York.
  TIME: A dark and stormy night.
  THE CONNECTION
  Players are brought to the Asylum through a 
  central character, Professor Walter Maddock, 
  Ph.D., Psy.D., either through professional 
  acquaintance, personal or professional 
  correspondence, relation or renown.
  ARRIVAL AT THE ASYLUM
  You braved the storm and naysayers 
  and those who mumbled, laughed and 
  sadly shook their heads behind your 
  back about the insane antics and 
  beliefs of the Professor in his later 
  years.
  You,ve heard the stories of how 
  the Asylum is haunted by the insane;  
  how the ghosts of Harold and Dorothy 
  Gorman will kill you if you stay too 
  long.
  As the car takes you down the 
  lonely road toward the Asylum, you 
  see the ashes of a small structure. 
  Even though it is a mid-day hour, the 
  sky is dark and black as the night. The 
  deluge of rain and a peal of thunder 
  are the only welcome you receive.
  Another car is parked in the 
  drive ahead. A flickering, solitary 
  light burns in the entryway up the 
  plain stone stairway. The boarded 
  main doors appear to be cracked and 
  slightly open. 
  
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  Horror Adventure
   TM and © 2016 Monte Cook Games, LLC
  THE WORMS CRAWL IN, THE 
  WORMS CRAWL OUT…
  As the characters examine the body, they are 
  attacked by Crypt Worms that will disgorge 
  themselves from the body in the chair and 
  attack the players.
  O K 
   3
  Found: one random cypher.
  SOUNDS OF FURY
  The wailing cry an infant (Thomas Gorman) and 
  the loud, disjointed arguing of a couple (Harold 
  Gorman and Dorothy Gorman) is now heard 
  from above. Harold is perceived as the aggressor 
  with his loud, unintelligible shouting. 
  OC
   
  v
   2
  The loud, accusatory shouting and banging 
  continues. Heard is an immense wood splitting 
  crack. Dorothy mournfully launches a deafening 
  scream. Players may perform an INTELLECT 2 
  test to hear Dorothy shout, “NO, NO, you will not 
  have him Harold! NOOO!”
  Next, heavy thumping and dragging sounds are 
  heard on the floorboards from floor(s) above, 
  then tumbling as if a body is being thrown down 
  the stairway ahead. 
  The ghostly outline of the figures 
  play forward in the still darkness 
  ahead as the burned body of a woman 
  tumbles down the stairs clutching 
  a 
  small 
  package 
  of 
  some 
  still-
  smoldering remains. She is quickly 
  followed by the form of a burly man 
  wielding a large, single-bladed axe. 
  The man is charred and burning as 
  smoke rises from his ghostly form.
  The woman tries to rise, but her 
  legs appear broken. She raises one 
  arm as if to shield herself from 
  the violence about to happen as she 
  tightly holds the still package in 
  her arms.
  You see as she closes her eyes her 
  mouth appears to offer a silent 
  prayer as the man brings the axe 
  down upon her again and again in his 
  brutal assault, bursting her body 
  into a bloody mass of gore.
  S OC
   
  v
   3
  After finishing his bloodshed, 
  the ghostly form of a man breathes 
  deeply, then raising his head and 
  smiling wickedly, turns his eyes to 
  you. Holding his axe aloft he begins 
  to slowly move toward you to continue 
  his cruel attack!
  THE BUTCHER
  Harold is truly nothing more than an insubstantial 
  spirit; more like an echo of the past than 
  anything. He cannot harm the players in any way, 
  but he does radiate an Aura of Fear which may 
  cause the players to harm themselves.
  As Harold approaches the party, large gouts of 
  blood appear to rain down from the walls and 
  ceiling. He will raise his axe and scream loudly, 
  vanishing as he strikes the players.
   
   
  
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  Horror Adventure
   TM and © 2016 Monte Cook Games, LLC
  AURA OF FEAR: Players must perform an 
  INTELLECT 4 test to avoid further rolls and 
  effects. If they succeed, they will be at a -1 
  detriment to all Intellect based tasks for one 
  hour (i.e., they are “shaken” by the event). If they 
  fail the test, roll on the following table:
  D6
  Result
  1
  Suffer a detriment of -2 on all future SHOCK 
  tests. Suffer 4 points of Intellect damage from 
  your maximum.
  2
  Your eyes roll back into your head and 
  madness overtakes you. You run into a 
  random room and gibber in the corner for 10 
  minutes. Suffer 2 Intellect damage from your 
  maximum.
  3
  You immediately sit in place, wet your pants 
  and begin muttering a child’s rhyme (e.g., The 
  Wheels on the Bus, London Bridge, Row Your 
  Boat, etc.). You will recover after 10 minutes. 
  Suffer 2 points of Intellect damage from your 
  maximum.
  4
  You see danger everywhere. You foam at the 
  mouth, maniacally laugh and begin attacking 
  a random character. You may perform an 
  Intellect 4 save each round to recover from 
  the madness. Suffer 2 Intellect damage from 
  your maximum.
  5
  Rashes appear on your body, causing you to 
  contract an extreme case of eczema making 
  you itch uncontrollably in stressful situations. 
  Suffer 2 Might damage (ambient) and perform 
  a Might 2 test each time you must make a 
  SHOCK test.
  6
  Everywhere you look, you see death. When 
  you look at a person you see boils on their 
  flesh and maggots crawling from their 
  eyes and ears. The world is putrescent and 
  crumbling all around you. Suffer +1 penalty 
  on all future SHOCK checks and suffer 2 
  Intellect damage from your maximum.
  As the events fade, players will hear the roar of an 
  engulfing fire as flames erupt everywhere around 
  them. The frantic sounds of a screaming infant 
  will be heard. An icy chill wind blows through 
  the Asylum and insane screams and moaning 
  pleading for help will assail the players ears.
  OC
   
  v
   3
  Moments after the event began, everything will 
  cease in a deafening abruptness of silence as 
  reality twists and returns to normal.
  Award the players 2 XP for experiencing this story 
  element.
  KILLING ME SOFTLY
  At this point, players are free to investigate rooms 
  in any order or manner they choose. Following 
  is a rough outline of various rooms and their 
  remaining contents within the Asylum.
  The only outcome the players MUST do is fight the 
  Cult Leader, Donald Sukster, whom the ghost of 
  Dorothy Gorman has possessed. They must then 
  bury the remains of the infant, Thomas Gorman, 
  freeing the Asylum from its haunting.
  FIRST FLOOR
  The Day Room
  Found here are several mildly comfortable sofas 
  and chairs, now in various states of distress and 
  ill repair and a series of pleasant woven carpets 
  covering the raw, highly polished wooden floors. 
  Metal radiators line the walls as well as smashed 
  bookcases with rat eaten books strewn about 
  the floor. A series of locking mechanisms for 
  restraints are around the room. Also discovered 
  are several copies of the Journal of the American 
  Medical Association and Harper’s Magazine.
  Found: two random cyphers.
  Operations Office
  This is the main office for the Asylum. This large 
  and once handsome room has a gentle wood 
  
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  Horror Adventure
   TM and © 2016 Monte Cook Games, LLC
  paneling and tasteful green wallpaper, and 
  curtains, now rotted and torn. Several paintings 
  have left their stain on the walls where 
  they once were placed, now lay in states of 
  brokenness.
  Behind a reception desk are many tubes with 
  numbers beneath them. This is a general 
  communication device if the players can figure 
  out how operate it.  Here the players will find 
  the elevator key-lever which will allow them to 
  operate it.
  Found: two random cyphers.
  Staff Dining Hall
  Rows of tables with discarded and broken plates 
  pile up in this location. A china cabinet rests 
  broken on the opposite wall. Two large tables, 
  long enough to seat up to 12 persons, are the 
  prominent feature of the room.
  A defaced statue of the Virgin is along the west 
  wall. Remnants of candles and other occultic 
  markings are present now.
  As the players investigate, Cultists will enter the 
  room and attack.
  GM INTRUSION: Additional Cultists will show up 
  halfway through the fight and cast spells or fire 
  ranged attacks at the party.
  Found: one injectable cypher in the room.
  Dining Hall
  Tables with broken dinnerware including many 
  broken chairs and a series of restraints are at 
  this location.
  Central Elevator
  This old fashioned elevator still works and may 
  carry up to six passengers to the next floor 
  above (or below if already above). The players 
  will first need to locate the elevator key-lever 
  before they may use it.
  Kitchen
  This is the main kitchen for the Asylum. There is 
  a standard spread of knives, cleavers, pokers, 
  rolling pins and the like. There is a fireplace in 
  the far corner of the room and a large iron stove 
  where the cooking was performed. A now dry 
  water pump empties into a sink.
  Found: two pill-type cyphers.
  Cupboard
  This is the food pantry. It contains canned goods, 
  jars of preserves, bags of flour and rice and 
  assorted other staples.
  Found: one random cypher.
  Lavatory
  A gurgling sound of rushing water in the pipes 
  comes from the tubs in this room. Shortly, 
  exploding from the drains flow a mischief of 
  fleeing rats. The rats carry a disease (MIGHT 3 
  save or suffer 4 damage, suffer chills and begin 
  coughing blood from Leptospirosis), but are 
  otherwise harmless as they scurry away into the 
  recesses of the Asylum.
  OCK 
  v
   2
  Found: One liquid cypher and one injectable 
  cypher.
  Main Stairway
  The stairway rises up to the adjoining floor from 
  the hallway. The paint and wallpaper are curled 
  and the boards are broken and dangerous. 
  Have the players take a SPEED 3 task to climb 
  safely up or to descend the stairway. Failing this 
  task will cause 3 damage to the player as they 
  stumble and fall or harm themselves on sharp, 
  jutting boards and nails.
  
  8
  Horror Adventure
   TM and © 2016 Monte Cook Games, LLC
  Service Stairway
  This stairway is much damaged from over use. 
  Attempt a SPEED 3 test to safely climb or 
  descend the stairway. Failure means the player 
  has fallen through the floorboards or pushed 
  their foot or leg on an exposed nail or some 
  other nasty malady. They will tear their trousers, 
  skirt, etc., suffering 3 points of damage.
  SECOND FLOOR
  Observation Area
  An informal room for rest and relaxation. Patients 
  who have been operated or experimented upon 
  were placed here for observation. Discarded 
  adjustable beds, chairs and a few leather 
  furniture items and clown paintings decorate 
  this room.
  Found: Careful searching will uncover a shotgun 
  and 12 shells of ammunition (medium weapon, 
  4 damage; on a critical roll, the weapon will fire 
  twice), and one random cypher.
  Library/Study
  A small piano forte is still playable, but horribly 
  out of tune. Bookshelves line the walls, but they 
  have been thrown about and broken with some 
  sharp, striking object. Books litter the floor.
  In the darkness, barely seen is the swinging 
  remains of what appears to be a person who has 
  hanged themselves at the far corner of the room. 
  In reality, this is nothing more than a branch of 
  a tree that has pushed through from the outside 
  and a piece of cloth has entwined itself in the 
  branch. A trick of the light and shadows makes it 
  appear as a swinging body.
  Brushing aside the discarded books and broken 
  shelves can be found a pentagram and 
  candles arranged as if some form of ritual was 
  performed here.
  O
   
  v
   
  Found: two random cyphers.
  Showers
  This area was used mainly to clean up patients 
  and includes tubs, showers, hard bristled 
  scrub brushes and similar lavatory cleaning 
  paraphernalia.
  To one side is a storage of patient gowns and 
  shelves.
  To the north rests a large pump, boiler and 
  hand washer and scrub boards. Foul laundry 
  discarded from patients is piled in the corner 
  and a few sheets are crisscrossed along hanging 
  lines to “dry”.
  The quiet dripping of water can be heard. Suddenly 
  the roar of scalding water gushes from all 
  showers, stalls, tubs, etc. Steam begins to fill the 
  room. Moans sound and players will feel as if 
  they are being grabbed from all sides by invisible 
  hands, tearing at them.
  O K 
  v
   
  Sleeping Area
  As players enter this room they have an ominous 
  feeling of many eyes watching their every move. 
  Those players who are psychically aware (anyone 
  with mental abilities) can see nearly 20 spirits 
  standing, walking, or laying about against the 
  walls, on the beds, inside the furniture, etc.
  Lightning flashes from the outside as a heavy 
  rain batters against the remaining glass of the 
  windows. Each time the lightning shines, it 
  reveals the spirits moving about the room.
  S OC
   
   3
  Found: Two random cyphers.
  
  9
  Horror Adventure
   TM and © 2016 Monte Cook Games, LLC
  Electro-Therapy Room
  This room is fitted with all the necessary 
  equipment for a vintage electro-shock therapy, 
  including a table with straps, generator, and 
  wires with electrodes. Restraining devices are 
  hung on the walls.
  As the players investigate, the generators will 
  engage and the devices will snake out and 
  entwine two random players and perform their 
  “treatment”.
  Perform a SPEED 4 test to avoid being wrapped 
  up and held fast (MIGHT 4 test to break free). 
  Players who do not resist suffer 6 damage from 
  electrocution. 
  O K 
  v
   
  Operating Room
  Another operating room where lobotomies 
  and experimentation were performed on the 
  patients. As the players search this room, the 
  air will become very cold. Bumping sounds of 
  a heavy object being pulled along the wall will 
  sound and scratch marks will appear along the 
  wall, moving toward the door, and a mournful cry 
  will permeate as if someone is clawing the wall 
  to prevent being taken away.
  The room door will slam and the lock mechanism 
  will activate. Players will need to make TWO 
  SUCCESSIVE MIGHT 4 TESTS to force the door 
  open. Anyone outside the room may easily just 
  open the door.
  S OC
   
  v
   2
  Examination Room
  The air in this back examination room is stale and 
  rancid. A loud, continuous banging of some blunt 
  force striking a metallic object will reverberate 
  along the walls and throughout the back part of 
  the Asylum.
  A Flesh Mound exhausts its wrath at this location.
  OC
   
  v
   
  Lavatory #1
  This simple water closet will have modern toilets 
  with wall mounted tanks and various stalls.
  Found: One random cypher.
  Lavatory #2
  This WC is used for the medical practitioners 
  to clean up from their labors. As the players 
  investigate, bloody hand prints will start 
  appearing on the walls, mirrors and ceiling. 
  Gouts of gore will hang and vomit from the walls 
  at intervals. Manic laughter will be heard all 
  throughout the event.
  S OCK 
   3
  Lavatory #3
  This simple water closet will have modern toilets 
  with wall mounted tanks and various stalls. 
  Several copies of pornographic material is 
  strewn about the floor here.
  Hunched over the main sink will be found an 
  apparition who, sensing the party, will turn and 
  show a forlorn and anguished face.
  He will speak to the party, “See, I’ve gone and cut 
  myself. See how I bleeEEEEDDD!!”
  At this point he will run a straight razor across his 
  wrists and throat as blood gushes all about the 
  players.
  S OCK 
  v
   
  
  10
  Horror Adventure
   TM and © 2016 Monte Cook Games, LLC
  Lavatory #4
  This ladies WC has modern toilets and wall-
  mounted tanks in stalls. A nicely upholstered red 
  lounge is placed along the side wall. The mirrors 
  in this location are cracked and broken.
  Found: one random cypher.
  Visitation Area
  This visitors room is where relatives or loved ones 
  would meet with the resident of the Asylum. 
  Generally if a patient needed restraining, they 
  would be placed in this location for visitation.
  The room is filled with normal furniture, a 
  discarded plastic plant and ruptured paintings. A 
  solitary coat and hat rack along with the remains 
  of a nice, wooden table still sit in the corner of 
  the room.
  Found: one random cypher.
  THIRD FLOOR
  Storage
  This room holds old furniture, several stacks of 
  readied lumber, broken electrical equipment, 
  bags of cement and assorted bits of beds, 
  mattresses and discarded bedding.
  Found: One random cypher.
  Laboratory
  Here experimentation took place. A set of 
  microscopes, bacterial incubators, centrifuges, 
  refrigerators, alcohol burners and flasks of 
  chemicals will be found and in working order.
  Several of the vials can be used by a 
  knowledgeable person to throw at an opponent. 
  Perform an INTELLECT 4 task to determine the 
  contents of any specific item.
  D6
  Result
  1
  A green vial with yellow flecks. If this liquid 
  comes into contact with flesh or living 
  organic matter, it will quickly eat it away 
  leaving a smoking husk of circular holes and 
  pustules behind. Causes 6 damage to the 
  victim.
  2
  A gray, smoke filled vial. This liquid will erupt 
  in a acrid, smoke cloud that fills a small area 
  for 10 minutes causing blindness for as long 
  as the victim remains in the area. Breathing 
  in this toxic fume will cause 2 damage to the 
  breather.
  3
  A pale red liquid. This liquid is a lubricant 
  that will cause anyone moving across a short 
  distance where this was spilled to make a 
  Speed 3 check to remain upright. If a person 
  places this material on their hands, they will 
  be unable to hold any item for 10 minutes as 
  it simply slides out of their grasp.
  4
  A slightly viscous, clear liquid. This thick 
  liquid will eat through any substance lesser 
  than steel. Scarring and leaving a black stain 
  in its wake. Take 6 damage from the attack 
  and suffer 2 damage each turn until you 
  perform an Intellect 4 save.
  5
  An amber colored liquid. This liquid will 
  erupt, encasing any human-sized person in 
  a cocoon of amber. The victim is perfectly 
  preserved until freed. Might 4 save for 
  another person to free the victim.
  6
  A dark black, ink filled vial. This liquid will 
  open a hole in reality and cause the victim to 
  “fall” into a random location in the Asylum. 
  The victim must perform a SHOCK Level 4 
  test.
  A secret door leads from this room into the “secret 
  hole”. Where the final mystery is located.
  The cult leader, Donald Sukster, may be at this 
  location or in the Attic Office.
  Patient Care (The Scream Room)
  At this location, if an inmate was deemed 
  dangerous or permanently insane, they would 
  be housed here to let off steam. This room has 
  padded walls and no windows and a single, steel 
  
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  Horror Adventure
   TM and © 2016 Monte Cook Games, LLC
  door (padded on the inside) with a sliding panel 
  for viewing.
  If players enter this room, the door will close and 
  maddening screaming will assail their ears until 
  they leave the room.
  OC
   
  v
   
  Attic Office
  This tastefully decorated office is done in straight 
  lines of Edwardian furniture and assorted other 
  furnishings. Seen is a desk, a couch, several 
  bookshelves holding an extensive collection of 
  clinical and theoretical works on Psychology and 
  Physiology as well as biochemical studies.
  Here is where the possessed form of Donald 
  Sukster resides. He is quite insane and just a 
  husk of person; Dorothy Gorman possesses him, 
  granting him power beyond his means.
  Donald/Dorothy will scream at the players, “You 
  will not have him, no, no, you will not. Only I 
  know where the child resides. He powers us, 
  gives us life and desire! Through him we have 
  become GODS!”
  Use the Cultist stats for Donald Sukster. Dorothy 
  Gorman is a ghost and can only be banished. 
  She is immune to all physical damage.
  O
   
  v
   
  As the players fight Sukster, they will come to see 
  that he is two persons. As he reaches out his 
  arms, the ghostly form of Dorothy will “bleed” 
  through and follow slightly behind or before 
  each of his actions, rising and falling in and 
  around him.
  Throwing the Key Item medallion at him will banish 
  the spirit of Dorothy and the will to fight will 
  immediately leave Suskter, who will collapse and 
  breathe heavily, finally freed from his nightmare.
  Secret Room
  This room is unfinished and is filled with half 
  full crates and sacks of various materials. Old 
  orderly clothes and nurse hats, shoes and other 
  forms of resident attire sit on shelves.
  In the center of the room is a fire pit and the 
  charred remains of the infant, Thomas Gorman.
  The person who holds the amulet from the 
  Key Item will see a rainbow colored miasma 
  emanating from the pit.
  As the players enter the room, the whining cry of 
  an infant will begin then rise in timbre until the 
  sound becomes a wailing cry.
  O K 
  v
   
  Any player who fails their Sanity test must roll on 
  the Fright table from page 6.
  Found: The bundled and charred remains of the 
  infant, Thomas Gorman.
  THE GRAVEYARD
  This area is not detailed in the adventure. It 
  is immediately adjacent to the Asylum. The 
  graveyard is a series of burial plots surrounded 
  by a wrought iron fence and a canopy of gnarled 
  trees.
  TO BURY THE PAST
  The calm before the end. Here the players have 
  brought the remains of the infant, Thomas 
  Gorman to the graveyard for burial. 
  The earth is turned here at a 
  small, shallow grave site. A simple 
  metal marker tells the location and 
  occupant as you place the remains of 
  the child into the still, quiet earth 
  and fill the hole from the adjacent 
  mound of soil.
  
  12
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   TM and © 2016 Monte Cook Games, LLC
  As you finish, a low mist rises and 
  you hear the cooing of a lone dove 
  somewhere in the canopy of gnarled 
  trees. The nightmare has passed and 
  the spirits may now take to their 
  eternal rest.
  The sky begins to brighten as a new 
  day dawns. A fresh, slow breeze blows 
  and you feel the smile rise within 
  you as you breathe a lasting sigh of 
  relief and peace.
  Each player may immediately receive one free 
  recovery roll.
  Award the players 2 XP for their efforts and 
  completion of the adventure.
  EPILOGUE
  When everyone has settled down and is calm after 
  a “job well done” and feeling good that the 
  adventure is (finally) over, tell the players there 
  is one last bit of material you need to read to 
  them to finish things off. Read the following: 
  You awaken to the gentle touch 
  of a person shaking your arm. As you 
  sleepily open your heavy eyes, you 
  recognize the nurse at your side, it 
  is Dorothy Gorman! As you start, she 
  gently says, ``There, there (insert 
  each character name), there`s no need 
  to be afraid, you`re in good hands 
  now``.
  You look around the Day Room 
  as 
  the 
  sunlight 
  beams 
  through 
  the open window and shines on the 
  golden 
  filigree 
  of 
  the 
  picture 
  frames surrounding room. You see 
  your former companions in various 
  states of dress and distress. From one, 
  regurgitating their food as they sit, 
  tied to the chair; another, happily 
  singing a child`s tune as they grab at 
  motes of dust rising and falling in 
  the air; a third, their eyes blackened 
  by a recent lobotomy; and remainder 
  swaying to unheard music as the 
  straight jacket secures them or as 
  they bang their heads against any 
  nearby hard surface.
  Dorothy pats your arm, smiles, then 
  stands. She calls out to the doctor 
  who turns and grins, it is Professor 
  Walter Maddock! He places his hands in 
  his lab coat pockets then reaches up 
  to adjusts his glasses. Nurse Gorman 
  says, ``This one is ready for you now, 
  doctor``.  
  Your eyes widen and you try and 
  scream only to discover your larynx 
  and lower jaw have been removed 
  and replaced by a glisteningly wet, 
  leathery pouch. You inhale deeply as 
  you try and scream, but there is no one 
  inside your head to hear you as you 
  scream and scream and the madness, 
  like your tears, fills your eyes with 
  their weeping rain.
  Here ends the Haunting of 
  Creedmore Asylum.
  
  13
  Horror Adventure
   TM and © 2016 Monte Cook Games, LLC
  Encounters
  CULTIST 
  3 (9)
  Ever alert, Cultists remain a mystery serving their 
  own goals or in the service of some dark and 
  vicious god.
  MOTIVE: They seek to practice their dark rituals 
  and worship their gangling gods.
  ENVIRONMENT: Any
  HEALTH: 10
  DAMAGE: 3 points
  MOVEMENT: Short
  MODIFICATIONS: Speed Defense as level 
  4. Perception as level 4. Resist Charm 
  enchantments as level 4.
  COMBAT: Cultists will either use a hand crossbow 
  or scythe when in melee.
  INTERACTION: Elusive and mysterious, cultists 
  follow their own goals and are willing to sacrifice 
  themselves to further the success of their dark 
  god.
  SPECIAL: Cultists may use an “Eldritch Blast” 
  attack, a green and purple bolt that will cause 
  necrotic damage upon impact (they suffer the 
  damage they inflict; if they are slain by this 
  attack, only a dessicated husk remains). Or they 
  may fire an “Evil Eye” spell at the target, causing 
  Fear (Intellect 3 save, psychic damage) that will 
  cause the user to flee and suffer a detriment to 
  all actions until the combat is over. Cultists are 
  insane and their spells function automatically.
  GHOST 
  4 (12)
  Ghosts are the spectral remnants of humans 
  that endure this continued existance as either 
  fragments of memory or as pure spirits. Ghosts can 
  be malevalent or benign.
  MOTIVE: To kill all living creatures.
  ENVIRONMENT: Creedmore Asylum
  HEALTH: 12
  DAMAGE: 4 points
  MOVEMENT: Short
  MODIFICATIONS: Ghosts are intangible but can 
  solidify long enough to cause physical damage. 
  They are able to pass through solid objects at 
  will.
  COMBAT: A ghost’s touch inflicts freezing damage. 
  A ghost can emit a Psychic Scream inflicting 4 
  points of damage to all those in a short range 
  who fail an Intellect save.
  INTERACTION: Some ghosts are talkative, some 
  don’t know they’re dead, some want help for a 
  task they failed to accomplish in life, and some 
  only rage against the living and want to bring 
  those who yet breathe into the same colorless 
  existence they endure.
  SPECIAL: A ghost can move through solid objects 
  at will, although it can choose to pick up and 
  manipulate objects if it focuses on them.
  THE HAND THING 
  3 (9)
  The Hand Thing is a creepy, crawly disembodied 
  hand that can defy the laws of physics and walk on 
  walls, the ceiling, grasp things beyond it’s actual 
  ability to grasp and move, etc. It is a trickster 
  and will seek to play all manner of pranks on 
  characters when possible.
  MOTIVE: Seeks to play pranks and be disruptive.
  ENVIRONMENT: Creedmore Asylum
  HEALTH: 14
  DAMAGE: 3 points
  MOVEMENT: Short
  MODIFICATIONS: Able to walk on walls and ceilings. 
  Can leap a short distance and land as a cat 
  would.
  COMBAT: It will seek to throw objects at characters 
  to disrupt and distract.
  INTERACTION: The creature will listen if a player 
  tries to reason with it. It will always seek to be 
  disruptive even if it appears to go along with 
  whatever is negotiated.
  SPECIAL: Limited teleportation ability. Immediate 
  range when hiding.
  CRYPT WORMS 
  3 (9)
  Crypt worms are very large and obese maggots. 
  They eat dead flesh and are able to spew a bile-
  like substance that will consume flesh.
  MOTIVE: The need to feed.
  ENVIRONMENT: Graveyards, Creedmore Asylum
  HEALTH: 9
  DAMAGE: 3 points
  MOVEMENT: Short
  
  14
  Horror Adventure
   TM and © 2016 Monte Cook Games, LLC
  MODIFICATIONS: Speed defense as level 4 due to 
  frenzied activity.
  COMBAT: The creature can vomit a bile that will 
  corrode flesh. Might 3 save or suffer 3 damage; 
  player may save each round to end the effect.
  SPECIAL: 1d6 cyphers will be found among crypt 
  worms.
  FLESH MOUND 
  2 (6)
  Flesh Mounds are an animated lumps of human 
  flesh, that is able to walk on rudimentary limbs. 
  They smell of decay and death are are often 
  located where the dead pile up or remain.
  MOTIVE: Wander, graze on dead flesh
  ENVIRONMENT: Near places of death at night, 
  alone or in groups of up to eight 
  HEALTH: 12
  DAMAGE: 4 points
  ARMOR: 1
  MOVEMENT: Short
  COMBAT: A flesh mound can smash a foe with one 
  of its lumpy limbs. If a flesh mound is touched or 
  struck in melee, the attacker’s weapon (or hand) 
  becomes stuck to the flesh mound and can be 
  pulled free only with a difficulty 5 Might roll.
  A victim of a flesh mound’s attack (or someone 
  who touched a flesh mound) begins to decay 
  at a rate of 1 point of Speed damage (ignores 
  Armor) per round, starting in the round following 
  contact. To stop the spread of the decay, the 
  victim can cut off the layer of affected flesh, 
  which deals 4 points of damage (ignores Armor).
  INTERACTION: If approached, a flesh mound turns 
  to “face” the individual, swaying slightly as if 
  in an attempt to understand or listen carefully. 
  It does not respond to any question or order. 
  It may seek to follow the individual for some 
  unknown reason and may become hostile if 
  prevented from doing so.
  SPECIAL: 1d6 cyphers as well as 1d3 common items 
  will be found in the remains of a flesh mound.
  CROCOTTA 
  3 (9)
  The crocotta is a canine creature whose outer flesh 
  is pockmarked and composed of oozing sores. 
  Similar to a wolf or hyena in size, long claws with 
  their huge jaws and sharp teeth scavenge the flesh 
  of the dead.
  MOTIVE: Consume dead or rotting flesh
  ENVIRONMENT: Creedmore Asylum
  HEALTH: 12
  DAMAGE: 3 points
  MOVEMENT: Short
  MODIFICATIONS: Speed defense as level 4 due to 
  quickness.
  COMBAT: When the creature attacks, the victim 
  must make a Might 2 save or take two additional 
  points of rending damage from the creatures 
  teeth and claws.
  SPECIAL: The creatures can take on the 
  appearance of a loved one to prevent their 
  victims from struggling further prior to them 
  pouncing in for kill. Perform an INTELLECT 3 test 
  or cease attacking the creature for one round.
  TENTACLE HORROR 
  4 (12)
  This impossible, tentacled horror is the stuff of 
  grim nightmares. Malicious, they seek to devour 
  living souls.
  MOTIVE: Devour living souls
  ENVIRONMENT: Creedmore Asylum
  HEALTH: 18
  DAMAGE: 4 points
  MOVEMENT: Immediate; can travel through 
  shadows.
  MODIFICATIONS: Slow, Speed defense as level 3. 
  Hide in shadows (INTELLECT 2 test to locate).
  COMBAT: The creature will grab its victim with its 
  many tentacles and proceed to suck out its soul. 
  MIGHT 3 test to break free.
  SPECIAL: Characters who remain in a short range 
  of the tentacle horror will suffer 1 damage each 
  round they remain in proximity. INTELLECT 3 test 
  to avoid this damage aura.
  
  15
  Horror Adventure
   TM and © 2016 Monte Cook Games, LLC
  HAROLD GORMAN 
  4 (12)
  Harold Gorman was not much a father or caretaker 
  for the Asylum. He turned to drink to avoid 
  his wildly fanatical wife and thus met with a 
  murderous fate.
  MOTIVE: Seeks to slay Dorothy to protect his infant 
  son.
  ENVIRONMENT: Creedmore Asylum
  HEALTH: 0
  DAMAGE: 0
  MOVEMENT: Short
  MODIFICATIONS: Harold can neither harm nor be 
  harmed in any manner. He is merely an echo of 
  what was.
  COMBAT: He wields a large handled axe, wherein 
  he wrecks his carnage. He will slay any spirit that 
  gets in his way.
  INTERACTION: If spoken to, he will wail, “Where is 
  he? I will kill you, you whoring slut!”
  SPECIAL: You may use Harold in any dramatic 
  manner. When players stumble into a room he 
  may be found drinking or searching. His axe 
  is always nearby within reach. He eternally 
  searches for his lost child.
  DOROTHY GORMAN 
  4 (12)
  Dorothy Gorman was a witch. In her violent fervor, 
  she burned her child alive as a human sacrifice in 
  praise of her dark god.
  MOTIVE: Strive to bring others into the spirit world 
  through their demise.
  ENVIRONMENT: Creedmore Asylum
  HEALTH: 0
  DAMAGE: 0
  MOVEMENT: Short
  MODIFICATIONS: Dorothy can neither harm, nor be 
  harmed in any manner.
  COMBAT: She carries with her, burning swaddling 
  from the deed of burning her child.
  INTERACTION: If addressed directly, she will cackle 
  and wail in glee. “You will never find him! The 
  sacrifice was fulfilled. Revel in your new life!”
  SPECIAL: Dorothy can be banished by coming into 
  contact with the Key Item medallion located 
  somewhere within the Asylum.
  THOMAS GORMAN 
  5 (15)
  This infant child of Harold and Dorothy met with 
  a sad end. His mother offered him as a human 
  sacrifice and burned him alive in the fireplace.
  MOTIVE: Seeks comfort and eternal rest.
  ENVIRONMENT: Creedmore Asylum
  HEALTH: 0
  DAMAGE: 0
  MOVEMENT: none
  MODIFICATIONS: His wail will cause players to roll 
  on the Fright table and bend reality.
  COMBAT: This spirit has no form of attack and is 
  incapable of communicating.
  SPECIAL: The child only wants to be laid to rest in 
  the graveyard.
  
  16
  Horror Adventure
   TM and © 2016 Monte Cook Games, LLC
  Research has indicated that the insignia is to be 
  found within a small container somewhere in the 
  asylum as you suspected. Beware the witch. Use 
  extreme caution. I fear for your safety.
  Telegram found on the body of Professor Walter Maddock.
  My Dear Relative,
  Receiving this correspondence may seem odd to you, 
  having only heard from me sporadically in your younger 
  years, but I contact you now in the direst of needs. 
  As a fellow nurturer of science, I know you of all 
  individuals will find this discovery most appealing.
  I urge you to meet me on June 4th at the Creedmore 
  Asylum in upstate New York. Transportation has been 
  arranged to meet me there.
  Do not be late! I have made a discovery that will SHOCK 
  you beyond your wildest imaginings. I only pray that we 
  are not too late to undo the damage she has done.
  I remain yours,
  Letter sent to relative player from Walter Maddock.
  
  17
  Horror Adventure
   TM and © 2016 Monte Cook Games, LLC
  Appendix
  1st Floor
  Creedmore Asylum
  Floor Plan
  3rd Floor
  Elevator
  Entry Hall
  Dining Hall
  Day Room
  Lavatory
  Staff Dining Hall
  Kitchen
  Operations Office
  Storage
  Laboratory
  Secret Room
  Attic Office
  Patient Care
  (Scream Room)
  S
  S
  Storage
  Cupboard
  2nd Floor
  Sleeping Area
  Observation Area
  Library / Study
  Showers
  Operating 
  Room
  Therapy 
  Room
  Examination 
  Room
  WC #3
  WC #4
  WC #1
  WC #2
  Visitation
  Area
  
  18
  Horror Adventure
   TM and © 2016 Monte Cook Games, LLC
  Name: Euphenegia (Jennie) Longbottom
  Descriptor: Jovial
  Type: Speaker (Skills and Knowledge flavor)
  Focus: Entertains
  Info: Dilettante
  Name: Laurence Abernathy
  Descriptor: Mystical
  Type: Speaker (Magic flavor)
  Focus: Commands Mental Powers
  Info: Magician
  Name: Ernie Barnes
  Descriptor: Impulsive
  Type: Speaker (Skills and Knowledge flavor)
  Focus: Fights Dirty
  Info: Photographer
  Name: Sister Margaret Burke
  Descriptor: Virtuous
  Type: Speaker (Magic flavor)
  Focus: Separates Mind From Body
  Info: Missionary
  Name: Amanda Carter
  Descriptor: Intelligent
  Type: Explorer (Skills and Knowledge flavor)
  Focus: Calculates the Incalculable
  Info: Student
  Name: Darrel Richardson
  Descriptor: Skeptical
  Type: Explorer
  Focus: Conducts Weird Science
  Info: Psychologist
  Name: “Sooty” Carl
  Descriptor: Perceptive
  Type: Warrior (Stealth flavor)
  Focus: Lives in the Wilderness
  Info: Drifter
  Name: Anthony Simmons
  Descriptor: Jovial
  Type: Explorer (Skills and Knowledge flavor)
  Focus: Solves Mysteries
  Info: Doctor of Medicine
  Name: Nick King
  Descriptor: Sharp-Eyed
  Type: Explorer (Stealth flavor)
  Focus: Solves Mysteries
  Info: Private Eye
  Name: Alice Wright
  Descriptor: Inquisitive
  Type: Explorer (Skills and Knowledge flavor)
  Focus: Explores Dark Places
  Info: Archaeologist
  Name: Christine Cartwright
  Descriptor: Creative
  Type: Speaker (Skills and Knowledge flavor)
  Focus: Would Rather Be Reading
  Info: Author
  Name: Madame Violca
  Descriptor: Empathic
  Type: Adept
  Focus: Sees Beyond
  Info: Gypsy Psychic
  Name: James “Jimmy” Barnes
  Descriptor: Honorable
  Type: Warrior
  Focus: Is Licensed to Carry
  Info: Military Pilot
  Name: Oneika Delassixe
  Descriptor: Strong-Willed
  Type: Adept
  Focus: Shepherds Spirits
  Info: Tribal Shaman, Cape Town
  Characters
  
  19
  Horror Adventure
   TM and © 2016 Monte Cook Games, LLC
  Credits
  WRITER/DESIGNER
  Tom Robinson
  PLAYTESTERS
  Jason Allen Burke
  Raul Enciso
  Michelle Post
  Robert Risko
  Bobby Speck
  Victor Vazquez
  ADDITIONAL PLAYTESTING
  Greg Bush & Group
  PRETTY PRETTY PRINCESS
  Daisy
  THIS SCENARIO IS DAISY TESTED AND APPROVED TO BE CREEPY
  
  Analeptic
  LEVEL: 8 (occultic)
  ITEM: a yellow liquid in a syringe
  EFFECT: Injecting this shot will provide 8 Speed to the users pool. 
  This amount may exceed the maximum allowed.
  Ritual Scroll
  LEVEL: 4 (anoetic)
  ITEM: a yellowed parchment with mystic runes
  EFFECT: At the cost of 2 Intellect points, you receive insight to one 
  question.
  Weapon Enhancement
  LEVEL: 4 (anoetic)
  ITEM: a large bull horn device
  EFFECT: Deals an additional +4 damage to each creature in an 
  immediate range when a solid creature is struck for 1 hour.
  .18 Derringer
  LEVEL: 2 (anoetic)
  ITEM: small handgun with three shots
  EFFECT: A light weapon with three hollow bullets. Increase the 
  damage done by 1 point.
  Spirit Dagger
  LEVEL: 3 (anoetic)
  ITEM: a small silvered dagger used in religious rights
  EFFECT: This silver dagger will provide a +1 Asset when dealing with 
  creatures from the spirit realm (e.g., Ghosts, Undead, etc.).
  Book of Prayer
  LEVEL: 2 (anoetic)
  ITEM: a small illuminated book of prayers
  EFFECT: Reading this and meditating on the illustrations will restore 
  2 points of Intellect to the readers pool.
  Poison Explosive
  LEVEL: 3 (anoetic)
  ITEM: a hand-held device that is thrown
  EFFECT: Upon impact, the device will shower an individual with 
  poison-laden barbs. Once the substance enters the bloodstream, 
  it will cause 3 damage to the victim (ignoring armor) as well as 
  cause vertigo (victim suffers a detriment to all rolls by one steps 
  for 10 minutes).
  Shock Attack
  LEVEL: 2 (anoetic)
  ITEM: a belt device with cabling to attach to a weapon
  EFFECT: For the next 2 hours, each time the user strikes a solid 
  creature or object, the user generates a burst of electricity, 
  inflicting 1 additional point of damage.
  
  Neuron Tower
  LEVEL: 4 (anoetic)
  ITEM: bluish fluid in a sealed tube
  EFFECT: The user will not need sleep for the level of the cypher. 
  During this time, they also gain 4 Armor against Intellect damage.
  Acrobatic Boost
  LEVEL: 6 (anoetic)
  ITEM: a piece of horehound candy
  EFFECT: User becomes an acrobatic marvel, trained in acrobatics 
  and gain 6 temporary points to their Speed pool for 30 minutes.
  Nature Magazine
  LEVEL: 2 (anoetic)
  ITEM: an interesting book of peaceful and calming landscapes, 
  wildlife and flowers.
  EFFECT: When performing a recovery roll, add +2 to the result.
  Vigor Transition
  LEVEL: 6 (anoetic)
  ITEM: a red jelly baby with crunchies
  EFFECT: User gains 1 Might Edge for 1 hour. In addition, their Might 
  Pool increases by 4 points for the next 2 hours.
  Lucky Rabbits Foot
  LEVEL: 4 (occultic)
  ITEM: a rabbits foot on a silver chain
  EFFECT: Discard to gain 1 free reroll of the dice.
  Repulsive Wave
  LEVEL: 4 (anoetic)
  ITEM: sonic delivery device
  EFFECT: All creatures in immediate range are knocked back a short 
  range from the user. For the next three turns, affected targets are 
  slowed to moving an immediate distance only and the difficulty 
  of all actions is increased by one step.
  Swift Step
  LEVEL: 6 (anoetic)
  ITEM: a sharp and bitter tasting liqueur
  EFFECT: Users gains the ability to run much farther than normal 
  for 10 minutes. As part of another action, they can move up to 
  a short distance. As a separate action, they can move a long 
  distance, or up to 200 feet as a difficulty 2 Speed task.
  Mighty
  LEVEL: 5 (anoetic)
  ITEM: an injection of black, viscous liquid
  EFFECT: The users arms will elongate and grow in size. Gain an 
  asset in smashing barred doors or lifting heaving objects as well 
  as striking a foe (treat as a heavy weapon). They are skilled in all 
  tasks requiring brute force.
  
  Temporal Device
  LEVEL: 7 (occultic)
  ITEM: an elaborate golden pocket watch with a windup fob.
  EFFECT: You may use this device to speed up, slow down or rewind 
  time in a localized area. You may use this device twice as an 
  action and avoid taking damage from any two attacks or remove 
  yourself from an encounter, OR, you may rewind time to correct a 
  single mistake as an action.
  Spirit Shield
  LEVEL: 5 (anoetic)
  ITEM: an occultic charm carved from wood
  EFFECT: This charm will provide a protective field around the user, 
  absorbing 5 points of damage before becoming useless. 
  Mikeys Tonic
  LEVEL: 4 (anoetic)
  ITEM: a clear bottle with a green and yellow label
  EFFECT: This liquor will calm your nerves, restoring 4 points to your 
  intellect and 2 points to your Might pools.
  Hooch
  LEVEL: 4 (anoetic)
  ITEM: an amber colored liquid
  EFFECT: This liquor will calm your nerves, restoring 4 points to your 
  intellect and 2 points to your Might pools.
  Shock Grenade
  LEVEL: 6 (anoetic)
  ITEM: explosive device (thrown, short range)
  EFFECT: Explodes with a pulse, creating a shock wave that impacts 
  all figures in an immediate range of the detonation. Those 
  affected take 6 damage and are thrown back a short distance 
  and become prone.
  Holy Cross
  LEVEL: 3 (anoetic)
  ITEM: a hand-held wooden crucifix
  EFFECT: This religious implement will steel your resolve and provide 
  1 level of Effort to any single task performed then will become a 
  simple wooden cross with no special abilities.
  Explosive Spittle
  LEVEL: 3 (anoetic)
  ITEM: large round purple candy
  EFFECT: For the next 10 minutes, the user’s spittle becomes 
  explosive after a second exposed to air, giving them an 
  immediate range attack (practiced only) that inflicts 3 damage.
  Jug of Moonshine
  LEVEL: 3 (occultic)
  ITEM: a small keg capped with a cork
  EFFECT: Drinking this strong liquor will restore 3 points to the users 
  Intellect and Might pool. If the user has consumed any other 
  liquors this day, they also will suffer a +2 Tier loss to their Speed 
  checks for the next hour.
  
  Intelligent 
  Enhancement
  LEVEL: 5 (occultic)
  ITEM: a pocket-sized wearable device (head) that expands
  EFFECT: Decreases Intellect tasks by two steps for the user for one 
  hour. After this hour, Intellect tasks increase by one step until a 
  10 hour rest.
  Uninhibited Restorer
  LEVEL: 3 (anoetic)
  ITEM: glove with injectors
  EFFECT: Allows the user to take each recovery roll as an action 
  without penalty.
  Intellect Booster
  LEVEL: 4 (occultic)
  ITEM: welding glasses with tubes that plug into the head and neck
  EFFECT: Suffer 2 damage to the users Might pool. This device will 
  add 2 points to the user’s Intellect Edge for the next 10 hours.
  Restorative
  LEVEL: 5 (anoetic)
  ITEM: a painful injection that stimulates the blood
  EFFECT: Restore 5 points to the users Might Pool. The user will be 
  unable to benefit from their next recovery roll due to the painful 
  injection.
  Kerosene
  LEVEL: 5 (anoetic)
  ITEM: combustible hydrocarbon liquid in a metal container used as 
  fuel (lamp oil)
  EFFECT: When thrown on an individual and ignited, the victim will 
  suffer 5 points of fire damage.
  Enlarger
  LEVEL: 3 (anoetic)
  ITEM: a candy-coated blue pill
  EFFECT: The user grows to a height of 9 feet for 10 minutes. During 
  this time, the user will add 4 points to their Might Pool, +1 to 
  Armor and +2 to their Might Edge. While their size is increased, 
  the difficulty of their Speed defense roll is increased by one step.
  Lucky Cigarette Case
  LEVEL: 2 (artifact)
  ITEM: an engraved cigarette case
  EFFECT: When using a Skill, the holder of the case may add a +2 to 
  the result.
  DEPLETION: 1 in 10
  Fire Foam
  LEVEL: 5 (anoetic)
  ITEM: spray on foam
  EFFECT: The users body is shrouded in flames that last for ten 
  minutes, granting +2 to Armor against damage from fire. The 
  flames do not  burn the user but they automatically inflict 2 
  points of damage to anyone who tries to touch or strike the user 
  with a melee attack.
  
  Bandages and 
  Antiseptic
  LEVEL: 2 (anoetic)
  ITEM: a collection of unguent and gauze
  EFFECT: You may use these materials to regain 2 points to your 
  Might or Speed pools or 1 point to both pools.
  De Miserabilis 
  Mysteriis
  LEVEL: 4 (anoetic)
  ITEM: a series of papers with an evil script
  EFFECT: At the cost of 2 Intellect points, you may cast this spell and 
  receive a +2 Tier adjustment for the person you indicate in their 
  favor for their next action.
  Cultes des Goules
  LEVEL: 6 (anoetic)
  ITEM: a scroll of ancient writings
  EFFECT: At the cost of 3 Intellect points, you may cast this spell and 
  fire a bolt of putrescent energy that will cause 6 damage to your 
  foe.
  Grotesque State
  LEVEL: 5 (anoetic)
  ITEM: a hand-held, disgusting statue made of stone
  EFFECT: When used, this vile statue will absorb the loss of Sanity 
  instead of the holder taking Intellect damage. The statue then 
  changes shape and becomes useless.
  Sedative
  LEVEL: 3 (anoetic)
  ITEM: a single injection of luminal
  EFFECT: Restore 3 points to the users Intellect pool, OR will cure 
  any one mental affliction the user is suffering.
  Mild Sedative
  LEVEL: 3 (anoetic)
  ITEM: a single injection of valium
  EFFECT: Restore 3 points to the users Intellect pool, OR will cure 
  any one mental affliction the user is suffering.
  King James Bible
  LEVEL: 7 (occultic)
  ITEM: a very distressed and torn bible
  EFFECT: Reading the text of this tome restores your faith in the 
  world. The user gains one additional 1 hour recovery roll.
  Strong Sedative
  LEVEL: 5 (anoetic)
  ITEM: a strong dose of valium
  EFFECT: Restore 5 points to the users Intellect pool causing the user 
  to suffer a +1 Tier adjustment, to their detriment, to all Speed 
  actions for the next hour.
  
SOURCE: textdata/thevault/Cypher System/Adventures/The Haunting of Creedmore Asylum.pdf