TEXT: Modern Backdrops
  Page - 1
  Modern Backdrops
  by  Carrie Baize
  Maps by Jeremy Simmons
  Edited by Charles Baize
  Creative Director  Charles Rice
  Layout by Chris Davis 
  The ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used 
  according to the terms of the d20 System License version 1.0a. A copy of this License can be found at 
  www.wizards.com. Portions of this work are derived from the d20 System Reference Document.
  d20 Modern(tm) is a trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with 
  permission. Dungeons & Dragons(R) and Wizards of the Coast(R) are registered trademarks of Wizards of the 
  Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission.
  The Mage and Acolyte advanced classes are copyright Wizards of the Coast, Inc and are used with permission.
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  Modern Backdrops
  Page - 2
  Introduction
  Introduction
  Created with the modern system GM in mind, Modern 
  Backdrops is a collection of developed towns and cities 
  for use in your modern campaign.  While this book was 
  designed using d20 Modern, it should be compatible with 
  just about any modern-era game.
  Modern Backdrops is a collection of well-developed 
  cities to be used by you, the GM, as settings for your own 
  adventures.  Each of the five cities, from the very small 
  to the fairly large, has its own history, important people 
  and places, maps, and plot hooks to help get your players 
  involved.
  Each city has a touch of monsters and magic, but still 
  has enough information about the “normal” aspects of the 
  city to use it as a more mundane setting.
  How To Use This Book
  Each city is laid out in a similar fashion; offering solid 
  information, character details, and a collection of 
  common and more obscure knowledge.
  When using cities in this book as settings for your 
  campaigns, it is important to remember that there are 
  three main sections of information for each city.  The first 
  section is common knowledge.  Everything is fairly well-
  known and easy to find out from just about any source.  
  Through research and/or questioning, this information 
  should be made available with the completion of a 
  successful Knowledge (History), Knowledge (Local), or 
  Research check (DC 10).  
  Introduction: Each city section begins with its name, 
  and a few sentences that sum up the outside opinion of 
  the town.  Even if the characters have never been there, 
  they still know at least this much.
  Character Suitability: A summary of the suggested 
  character levels for example plot hooks and interaction 
  with major NPCs and monsters.  
  What Every School Kid Knows:  Is exactly that – a 
  collection of the most common information about the 
  town.  Information such as the population, geographical 
  location, and important areas are included.
  Rumors: The whispers in and around town.  Of 
  course, they’re rumors… not everything is true.
  Important People: Some of the people that everyone 
  knows – or at least knows about.  These may be public 
  figures or simply those who have become known for 
  some reason.  If any of these people have specific 
  information that might be useful to the PCs, check 
  information will be found with their descriptions.
  Other Information: Miscellaneous economic and 
  social information.
  Community Calendar: The reasons for the 
  community to get together, as well as the times and 
  places.
  The second section is a little more advanced level 
  of knowledge.  Any local kid will have a chance at 
  knowing this stuff (a successful Knowledge (History) or 
  Knowledge (Local) check (DC 15) should be required), 
  but it’s far more likely if he’s the class brain.  Out-of-
  towners will have less of a chance (DC 20) of knowing 
  this information, unless they have family or friends from 
  the area.
  Time Line of Important Events: Things to make the 
  smart heroes and history buffs cringe.  There may be 
  some items on the timeline with a higher Knowledge DC.
  More Important People:  Perhaps less well known 
  than the entries in the “Important People” section, these 
  are major players in the day-to-day life of the city, even 
  if they’re not as publicly recognizable.  If any of these 
  people have specific information that might be useful 
  to the PCs, check information will be found with their 
  descriptions.
  Places To Go: A sampling of the restaurants, stores, 
  homes, and businesses that make up the economic 
  backbone of the city.  Maps are included for some of 
  these establishments.
  Table of Contents
  Introduction 
  2
  San Carillo 
  4
  Rio Hevrir 
  18
  Schaddo Creek 
  33
  Delora Valley 
  48
  Dunklin 
  70
  Psionic Student 
  88
  Possession 
  89
  OGL 
  92
  Maps
  San Carillo  Town Square 
  9
  San Carillo City Hall 
  10
  Misíon Carillado 
  12
  San Carillo Library & Works Offices 
  13
  San Carillo Nuseum  
  14
  San Carillo Police & Records 
  17
  Old Town 
  25
  The Blizzard 
  26
  Rio Hevrir High School 
  27
  Meecham’s Bar & Grill 
  39
  Schadoo Creek Inn 
  40
  Treehouse Village 
  41
  Hotel Eden - Ground Floor 
  54
  Hotel Eden - Second Floor 
  55
  Hotel Eden - Third Floor 
  56
  Hotel Eden - Fourth Floor 
  57
  The Secret Garden 
  58
  Seaside Rendezvous 
  59
  The Offices of Rydelle & Waitte 
  79
  Dunklin College 
  80
  The Vortex 
  81
  Turner Theatre 
  87
  
  Modern Backdrops
  Page - 3
  Introduction
  Organizations: The groups that make the city tick.  
  Sometimes, these are the mundane entities like the city 
  council and the local church groups.  Other times, they 
  are darker and more shifty in origin.
  Official Reports: The official word on whatever 
  plagues the town.  Usually, like the words of most 
  politicians, these reports are vague and somewhat 
  noncommittal.
  The third section for the GM only.  This is where all 
  the information about the strange happenings is found.  
  Bizarre and supernatural residents, items, and places are 
  spelled out here in detail.  
  Places of Power: The places where strange things can 
  and do happen. 
  Things to See: Items of interest to PCs of all classes.  
  Some items are magical/supernatural in origin, but others 
  are simply incredibly valuable.  A few even possess both 
  of these traits.
  Supernatural Residents: Ghosts, vampires, bigfoot, 
  and dragons… all are found in or around these cities in 
  some form or another.  Not all are easily recognizable, 
  however.
  Dark Secrets: Otherwise known as the stuff the city 
  council never ever wants to come out.  Dark and vastly 
  denied proof that the things that haunt these cities are not 
  always supernatural in origin.  
  Plot Hooks
  Remember that these “levels” have to do with the amount 
  of FX in your game.  Refer to the beginning of each 
  city section or the plot hooks themselves for suitable 
  character levels.
  Level 1: Mundane story lines for a no-FX/low-FX 
  campaign
  Level 2:–A touch on the strange side, these adventure 
  ideas move into the supernatural but still remain at a 
  relatively normal level on the insanity-meter.
  Level 3: These plot hooks fly 
  past bizarre and never look back.  
  They are something like an X-Files 
  or Twilight Zone episode, only 
  there’s no narrator to tell your PCs 
  that it’s all make-believe.
  Characters, Creatures & Items 
  – People and things of interest that 
  might be necessary for your game 
  to run smoothly.  They are included 
  simply for your convenience.
  Chasing Shadows . . . 
  JJ stood beside the Harley, his eyes focused somewhere a bit 
  further than the decaying buildings that were easily visible 
  from the highway.  Next to him, Liberty sighed, pulling off 
  her helmet.
  “Are you sure about this?”  
  She sounded especially nervous, he noted.  He put his arm 
  around her, hoping to calm her a bit, but feeling the way her 
  body shook had the completely opposite effect.  His anxiety 
  level grew the longer they stood there.
  He looked up the road, hoping that Josh and Staci would 
  find their way here before Liberty lost too much of her 
  composure.
  “You okay, babe?” he asked quietly.
  Liberty leaned into his chest, fighting to keep herself calm.
  “Yeah,” she answered.  “It’s just that… after all that’s 
  happened… this…”
  Her voice trailed off as she looked back into the ruins that 
  made up Old Town.
  “This place just trips me out…”
  GM Notes
  Text contained within boxes of this color is 
  gamemastering tips and notes. 
  Open Gaming Content
  Text contained within boxes of this color is open 
  gaming content.  All text not found in boxes of this 
  color is closed content.
  
  Modern Backdrops
  Page - 4
  San Carillo
  San Carillo
  To most outsiders, San Carillo is little more 
  than a quaint resort town that is missing 
  the resort.  Its historic mission is a photo 
  opportunity and its adobe-walled town square 
  boasts a decent meal, but there’s not much 
  more to the town.
  What Every School Kid 
  Knows…
  San Carillo is a small desert town, lost 
  somewhere in the middle of the American 
  southwest.  With a population of only 1,350, 
  the sleepy mission town began its life as a 
  gold mine and grew into a thriving, although 
  small, community.
  San Carillo is the quintessential picturesque 
  southwestern villa.  Most of the town is clean 
  and in excellent repair.  Roads and public 
  utilities are in exceptional condition and when 
  work needs to be done, it is finished quickly 
  and efficiently.  
  Misíon Carillado is a protected historical site – which 
  means its grounds are maintained by the parks service, 
  but the interior of the mission itself is left largely at the 
  mercy of vandalizing intruders.
  The Carillado/Carillo estate has been sold off in 
  pieces over the years, leaving the large main house and 
  the old Hacienda Coronado on a piece of property far 
  too small for their grandiose stature.  The main house 
  is in immaculate condition, but a keen eye will notice 
  that the grounds are often let go a bit too long between 
  maintenance sessions.  The hotel is condemned, and it 
  has long been considered a ‘rite of passage’, of sorts, for 
  local teens seeking to prove their bravery by exploring 
  the ‘haunted hotel.’
  The majority of the tiny population of San Carillo 
  is, surprisingly, made up of fairly new arrivals to the 
  area.  Any families that might be considered “old blood” 
  have only been established since the late 1800s.  The 
  only families with a longer history in the town are those 
  somehow associated with the Carillo family.
  Rumors
  It is said that many spirits haunt the decaying and 
  condemned Misíon Carillado.  The spirits that haunt the 
  mission are said to include past priests and congregation 
  members, a particular priest who paces the grounds, and 
  the voices of a small group of children singing hymns
  Judith Kelley can be seen hanging from the 
  balcony on foggy nights similar to the night 
  she took her own life.  She can be heard 
  screaming on rare nights when Sra. Carillo 
  is not at home – she screams because she has 
  found someone dead in the basement.
  Somewhere in the nearby landscape is the 
  secret entrance to Sr. Carillado’s gold mine… 
  or Isabella Carillado’s hidden fortune (GM’s 
  choice)
  Near the end of its life as the Hacienda 
  Coronado, the large house, which now sits 
  completely abandoned, claimed the lives 
  of many visitors.  No one is certain why or 
  how, all the people involved lost their lives, 
  but there is no doubt to anyone in the area 
  that the spirits of many of those who died in 
  the Hacienda Coronado are not yet at rest.  
  Among them, a young couple who pace the 
  hallway outside one of the rooms, a child 
  who is seen and heard running through what 
  was once a grand ballroom, and the sound of 
  someone limping heavily down the hall that 
  leads to the most expensive rooms.
  Important People
  Roland & Elizabeth Anderson
  Roland & Elizabeth Anderson have lived in San Carillo 
  since their marriage in 1952.  When they first arrived, 
  Roland immediately became active with the town council 
  and it was only a matter of time before he was elected to 
  some high-ranking public office.  Roland Anderson has 
  been San Carillo’s mayor for nearly fifteen years, and 
  the people have no immediate plans to remove him from 
  the position.  Elizabeth is the perfect politician’s wife 
  – she appears at all public functions with impeccable 
  taste, rolls up her sleeves to aid victims of disaster, 
  GM Notes
  The tasks involved in Carillado’s Gold are suitable for characters from 1st 
  to 3rd level.  In order to raise the difficulty level, consider the possibility 
  that the opposing forces are stronger, more advanced, have better gadgets, 
  or are supernaturally enhanced.
  Finding the lost child in Picnic Peril is suitable for characters from 1st 
  to 3rd level.  Adding supernatural dangers within the old hotel, physical 
  dangers in the stone garden, and additional missing children are all possible 
  ways to raise the difficulty level.
  Any number of actions are possible using A Walk Under The Gallows, 
  but due to the secrecy surrounding Judith Kelley, any actions taken by the 
  characters will be difficult, and are suitable for characters of 2nd to 5th level.
  By placing a specific object in the mission, Mission – Impossible 
  is suitable for 2nd through 4th level characters.  Using the mission’s 
  supernatural qualities and denizens against the PCs, however, will raise the 
  difficulty level.
  Lullaby relies heavily on the supernatural, and should be considered for 
  characters who are 3rd to 5th level.  For higher level parties, increase the 
  power of the negative force.
  Family Ties begins as a bizarre situation, and demands that the characters 
  be willing to spend quite a bit of time trying to find answers.  It is not likely 
  to be a satisfying campaign for lower level characters, and should not be 
  considered until the party is, at least, 4th level.
  
  Modern Backdrops
  Page - 5
  San Carillo
  and participates in the children’s story hour at the San 
  Carillo Library.  Roland & Elizabeth have no children, 
  but Elizabeth’s nieces and nephews often visit the town 
  during school breaks.
  GM Notes: 
  The Andersons have a great deal of knowledge about 
  the area, and would be willing to share all the official 
  information with just about anyone… assuming 
  they had the time.  It is possible for PCs to make an 
  appointment to see the mayor, but the earliest available 
  time will be 1d4+1 weeks in the future.
  Tim & Kelly Perkins
  The Perkins’ were transplanted to San Carillo three 
  years ago.  Tim was personally selected to take over San 
  Carillo’s  police force.  Kelly is an elementary school 
  teacher, who is currently working with the library to 
  establish a reading club for local school kids.
  GM Notes: 
  Like Roland Anderson, Tim Perkins has a great deal of 
  information regarding the area.  He is unlikely to share 
  with anyone, however, because of the confidential 
  nature of his position.  Kelly does not ask Tim about 
  his job and has very little useful information about the 
  town – unless the PCs are parents of a kindergarten 
  aged child.
  Analissa Gallegos
  Analissa Gallegos has lived in San Carillo all her life.  
  Her father was the librarian throughout her childhood, 
  and after a short time at the nearest community college, 
  she returned to her hometown to take over her father’s 
  duties.  Miguel Gallegos lives with his daughter in the 
  home where she grew up.  Analissa’s mother, Maria, 
  suffered through years of chemotherapy before passing 
  away five years ago.
  “What was that guy’s name, again?” 
  Liberty was tired from the ride, but tried to keep some energy in her voice.
  “I dunno,” JJ grumbled, pulling his jacket around the holster of his Colt.  “Cassington… Kennington… 
  Kensomething!”
  “Kensington,” Staci interrupted, pulling the scuncii out of her black hair as she walked toward them.  
  “Alexander Kensington.  Senior partner at Butler, Kensington, and Schaffer.  He specializes in white-collar 
  crime, high prices and big headlines.”
  Liberty shook her head, laughing softly.  “How in the hell do you, of all people, remember shit like that?”  
  Liberty still couldn’t get past the way Staci had behaved when they’d first met, and the spoiled rich girl’s 
  sudden demonstration of intelligence battered Liberty’s fragile sense of reality.
  “Some people…” Staci began, but cut herself short in response to Josh’s expression.  “…just have a memory 
  for details,” she finished, keeping the biting comment about public schools from causing a fight.  
  “Okay, then,” Josh chimed in.  “We’re supposed to meet up with Alex Kensington, right?”
  His three companions nodded, but none of the four teens were really interested in the conversation.   They 
  were too busy looking around the adobe-bricked courtyard that was optimistically called the town square.
  “This place is even smaller than Rio,” Liberty mumbled, her voice betraying a hint of amusement.  “How 
  hard can it be to find one pencil-neck, three-piece…”
  The acrid ring of Josh’s cell phone interrupted her string of insults.
  “Did you find him yet?”
  The voice on the other end was more anxious than he could ever remember hearing it.
  “No.  We just got here.”
  “Good.  My information came through incomplete.  Kensington would have been a disaster.  Your contact is 
  Kennedy Powers.”
  “Kennedy Powers,” Josh repeated out loud.  “Okay.  Any other last minute instructions, Captain?”
  “Yeah, Forester.  Don’t call me that.”
  Josh hung up the phone, shaking his head.  “Maria says Kensington would have been a disaster and we’re 
  supposed to meet a Kennedy Powers.”
  “Kennedy Powers, huh?  Any idea where to find this person?  Any details?”  JJ tried to keep a straight face, 
  but the fact that the cop had screwed up the information left him about three seconds from a very loud laugh.
  Staci repeated the name a couple of times, but ended up shaking her head.  “No idea.”
  Beside her, Josh shrugged his shoulders.
  “Mrs. Kennedy Powers.  Town council.”  Liberty smirked.
  JJ’s head snapped toward his girlfriend.  “Okay, babe, so how the hell…”
  Liberty laughed, pointing to sign on the door of an office directly behind JJ.  The sign she’d just read out 
  loud.
  “Moving up in the world, aren’t we,” Liberty laughed.  “First nuns, then cops, now councilwomen.”
  
  Modern Backdrops
  Page - 6
  San Carillo
  GM Notes: 
  Analissa is likely one of the best sources of information 
  in the city.  PCs will receive a +2 circumstance bonus 
  to any Research checks made within the library 
  regarding local history.  Analissa is a shy woman, 
  however, and does not chat freely with strangers.  
  A successful Gather Information check (DC 20) is 
  necessary to break through her shell.
  Señora Elisabetta Carillo
  Señora Carillo is believed to be the last member of the 
  Carillo family.  After the death of her fiancé in 1955, 
  Elisabetta refused to have any interest with the opposite 
  sex.  Her eccentricities are understood to be a part of 
  her character, and the townspeople are entirely too 
  happy to ignore them in favor of the money she pours 
  into the community every year.  Alexander Kensington, 
  Elisabetta’s lawyer, is her only regular companion.  
  Other Information
  It is often said that San Carillo’s only export is people.  
  Local businesses thrive in the few months that travelers 
  make the pilgrimage through the historic mission sites, 
  but beyond that precious tourist season, the only real 
  money comes from two main sources – taxes and the 
  Carillado/Carillo estate.  The sales tax in San Carillo 
  is one of the lowest in the state, but the town has never 
  been hurting for funds.  Town officials serve their terms 
  of office on a volunteer status – many telecommuting to 
  their “real jobs.”  Elisabetta Carillo issues a substantial 
  amount to the town treasury, with a matching donation to 
  the school district, every year, on the anniversary of her 
  father’s death.
  Community Events
  The San Carillo Spring Dance is held every year, on the 
  third Saturday in April.  The semi-formal event is hosted 
  by the town council and is the first large social event of 
  the year.  It is attended by young and old alike and is 
  a perfect place to visit with just about anyone in town.  
  The dance usually falls on the first Saturday following 
  Elisabetta Carillo’s generous donations to the town, 
  and was originally held as a party to thank her for her 
  generosity.  The dance has become an annual tradition, 
  although Sra. Carillo has not been seen at the event since 
  1985.
  The next community event is the Independence Day 
  picnic, held every year at the Carillado Estate Park.  
  Bordering the land still held by the Carillo family, the 
  Carillado Estate Park boasts lush green lawns, large 
  shade trees, a large swimming pool, and the beautiful 
  fountains and statuary gardens that were once a part of 
  the Hacienda Coronado’s pretentious display.
  El Dia de los Muertos is the virtual end of the town’s 
  social season.  The Day of the Dead celebration, held 
  November 1st and 2nd, is the only time that Sra. Carillo 
  is seen away from her estate, and the annual Dia de los 
  Muertos feast at St. Alodia’s is considered the social 
  event of the year.  Traditionally, the first day of the 
  celebration is spent visiting the graves of family and 
  friends and the second is spent recuperating from the 
  midnight feast.  Sra. Carillo is extremely active in the 
  celebrations, and donates huge sums of money to St. 
  Alodia’s, the town council, and families who travel great 
  distances to return to their hometown for the festivities.
  The only town function to follow the Day of the 
  Dead celebration is the annual Christmas Parade.  The 
  parade is held on the first Saturday in December, when 
  floats from local schools, businesses, and organizations 
  compete for the prize of the Golden Elf award.  The day’s 
  activities end with Santa’s appearance to the children in 
  the town square, where he hands out gifts and lights the 
  council’s tree.
  Time Line of Important Events
   
  1654 – The area is claimed by Don Jose Carillado.  
  Hacienda de Carillado was built mostly with native slave 
  labor.
  1660 – Don Carillado discovers a vein of gold nearby 
  and becomes incredibly rich.
  1661 - Hacienda de Carillado becomes more of a 
  village and less of a single-family estate.  By the end of 
  this year, several families have moved into the area, but 
  are not having the same good fortune as the Carillados.
  1662 – The mission is built at the request of Doña 
  Carillado – an undocumented amount of money was 
  donated by the Carillado family in order to guarantee the 
  completion of the project.
  1699 – Don Carillado dies, leaving his son, Esteban, as 
  the new master of the hacienda.
  1700 – The hacienda is commonly referred to as 
  Coronado del Carillado Oro.  The name change has 
  largely been due to the new mistress of the hacienda, 
  Isabella.
  1705 – Esteban dies under mysterious circumstances, 
  leaving his young wife as the owner of the estate.  
  Shortly after Esteban’s death, Isabella sold most of the 
  family’s material possessions in order to gain more 
  measurable wealth for herself and her infant son, 
  Christobal.  She hoarded millions of gold coins deep 
  within the estate, giving in to her irrational fear that 
  someone would steal the money from her and her son.
  1725 – Christobal dies, leaving behind his newborn 
  son, Miguel.  Isabella remains in control of the estate.
  1750 - Miguel takes control of the family property, 
  displacing his grandmother as the local political 
  figurehead.  Also, this year, the mission is abandoned by 
  the church and falls into disrepair.
  1761 – Isabella dies.
  1762 – Miguel’s wife falls ill and dies of a mysterious 
  illness.  The town is standardly referred to as San 
  Carillado. 
  1765 – Miguel is murdered, and his thirteen year old 
  
  Modern Backdrops
  Page - 7
  San Carillo
  daughter, Damita, takes control of the town
  1772 - Damita marries Devante Carillo, but is reluctant 
  to give up control of her family’s estate – local statutes 
  are challenged by the Carillado fortune and Damita 
  remains the sole executor of the estate.
  1775 - Devante is killed when thieves break into the 
  estate in search of Isabella’s gold fortune.  Less than 
  a month after the murder, Damita gives birth to Javier 
  Carillo.  In honor of the slain Devante, and the new name 
  of its founding family, the town is called San Carillo.
  1780 - Misíon Carillado is revived as a local church, 
  but older portions of the building remained closed
  1790 - Javier marries Isabel Moreno, a woman hand 
  picked for him by his mother.
  1793 - Damita is murdered by angry townsfolk who 
  blame her lack of managerial skills for the near-death of 
  the town’s economy.  After Damita’s death, Javier and 
  Isabel bring the town back from the edge of bankruptcy 
  by selling portions of the family estate – the largest 
  money-maker for the town being the inn that was created 
  from the original grand house.  Also, this year, Isabel 
  gives birth to Marco Carillo.
  1818 – Javier and Isabel die on board a cruise ship
  1820 – Marco gives a grant to the town council for the 
  building of a “town school”
  1821 – By the middle of the summer, guests of the 
  Hacienda Coronado have filed numerous complaints with 
  the management regarding missing jewels and money.
  1823 – In February, the body of Ignacio Soledad is 
  found, dead of a gunshot wound, in his quarters near 
  the stable of the Hacienda Coronado.  By the end of 
  March, 16-year old Ramona Soledad had resigned her 
  employment as a housekeeper at the Hacienda Coronado, 
  and moved into the main house with Marco. In May, a 
  young couple, spending their honeymoon at the Hacienda 
  Coronado, is discovered drowned in the bathtub of their 
  suite.  Over the course of the summer, seven children 
  vanish from their rooms without a trace.  In late October, 
  guests begin to complain of someone stomping down the 
  main gallery, toward the more expensive rooms.  Shortly 
  before Christmas, a fire guts the south wing of 
  the inn.  Loss of property is considerable, but 
  repairs begin almost immediately.  Ten guests 
  die in the blaze.   The investigation is brief 
  and inconclusive, but the most popular theory 
  is that the fire began with one of the candlelit 
  Christmas trees in the wing’s grand hall.
  1824 – Repairs continue on the fire ravaged 
  wing of the Hacienda Coronado.  The wing 
  reopens in March, but three workers have 
  died during the repair.  Less than a month 
  after it was reopened, the newly repaired 
  south wing claims seven victims when part 
  of the rebuilt ceiling collapses into the sitting 
  room.  The wing is neither repaired nor 
  reopened.  In June, the body of Alicia Rosalo, 
  who claimed to know the secrets behind 
  Ignacio Soledad’s murder, is found floating 
  in a large fountain in the inner courtyard.  
  The next month, her twelve year old sister, 
  Isidore, vanishes from the hotel.
  1825 – The Hacienda Coronado closes 
  amid a series of accusations ranging from 
  missing money and valuables to deaths due to 
  the hotel’s lack of security and upkeep.
  1827 – Ramona gives birth to the first of 
  Marco’s children, a girl who died before she 
  was a month old.
  1830 – Ramona gives birth to Marco’s son, 
  Alejandro
  1835 – Ramona gives birth to a daughter, 
  Isabella
  1840 – Ramona gives birth to stillborn twin girls
  1842 – Ramona dies giving birth to another son, 
  Esteban
  1845 – Marco dies, leaving the children – all of whom 
  bear his name although he and Ramona never wed – in 
  the care of their governess, Señorita Amadoria Gallego 
  1858 – Esteban leaves home, cutting off all contact 
  with family and friends in the town
  1859 – Alejandro weds, but he and his wife are 
  murdered within a week of their wedding.
  1905 – Isabella dies on the estate, but has pushed her 
  father’s pet project, the “town school” to great heights.  
  At the time of her death, the San Carillo School District 
  is the richest and most advanced public school system in 
  the state.
  1918 – The township seeks to annex the nearly 
  deserted Carillo estate.  A few servants loyal to the 
  “Well, that was a complete waste of time,” Staci grumbled.  
  She pulled a soda out of the cold box, twisting the top open as 
  they stood in the small store.  “What exactly were we supposed 
  to get from that woman?”
  JJ shrugged.
  “What woman?” a voice intruded from the front of the store.
  Their eyes moved to the deli counter near the door.  An old 
  man was moving from one of the stools and walking toward 
  them.  
  “What woman?” he repeated gently.
  “Just some woman we met,” Liberty answered vaguely.
  The old man nodded, examining each of them from a 
  distance.
  “Don’t get too many strangers through here this time of 
  year,” he said softly.  “Can’t help but wonder what a bunch of 
  kids is doing in town.”  A fit of coughing broke his speech, but 
  he could not be swayed from his curiosity.  “Even kids that live 
  here aren’t here this time of year.”
  “Dad, you leave those kids alone, you hear?”  The woman’s 
  voice was light and cheerful, but possessed a tone that made 
  the old man cringe.  He turned slowly and walked back to his 
  stool as the woman approached.
  “Sorry if he bothered you kids,” the woman said brightly.  
  “He’s just an old man with too much time on his hands.  My 
  name’s Laura,” she offered, grinning.
  “Would that be Laura of Nick and Laura?” Staci asked 
  jokingly.
  “Guilty as charged,” Laura laughed.  “And that old bat is 
  Nick’s father, Alejandro.”
  
  Modern Backdrops
  Page - 8
  San Carillo
  family have remained on the land and kept it in decent 
  repair.  The township’s bid for annexation is contested by 
  lawyers for Esteban, in absentia.
  1919 – The estate is returned to the control of the 
  family.
  1921 – Esteban dies of natural causes, and his six year 
  old grandson, Carlito, inherits the estate.
  1927 – Misíon Carillado is condemned and closed to 
  the public.  A new church is built on an adjoining lot.
  1932 – Carlito marries Aracelia Diego
  1934 – Aracelia gives birth to Elisabetta Maria 
  1940 – A protestant church is built across town from 
  the catholic church
  1945 – The Carillado Academy opens on a piece of 
  land that has been vacant for many years.  The boarding 
  school is not affiliated with the family, but the board 
  chose the Carillado name to honor the town’s founders 
  and recognize that the land was once part of the huge 
  estate.
  1954 – Armand Arroyo proposes to Elisabetta
  1955 – Armand Arroyo is killed in an automobile 
  accident.
  1958 – Aracelia dies after suffering for several months 
  of an unidentified illness.
  1960 – Carlito commits suicide.
  1965 – Elisabetta hires Judith Kelley as her live-in 
  housekeeper
  1967 - Señor Martinez, the head groundskeeper, is 
  found poisoned.  His family is moved off the estate 
  quickly, presumably under the direction of Elisabetta.  
  Later that year, Reynaldo Cotes, the stable master, is 
  discovered in the stables.  He had been shot in the back 
  of the head.  His family, also, is removed from the estate.
  1968 - Imelda Rodriguez, the estate’s head cook, is 
  abducted from the kitchen.  Her remains are discovered 
  in the desert three days later.  Her family is moved off the 
  estate.
  1969 – All estate staff who were not hired by Elisabetta 
  have been found dead, or have fled the estate in fear.  
  They will not discuss their actions with investigators. 
  1985 - Judith Kelley hangs herself from the estate’s 
  front balcony.  Elisabetta is devastated and retreats into 
  her home.
  More Important People
  Alexander Kensington
  Kensington relocated to San Carillo shortly after being 
  placed on retainer by Señora Carillo.  The law firm of 
  Butler, Kensington and Schaffer continues without his 
  continual presence, but his partners are beginning to feel 
  more and more slighted by Kensington’s intense sense of 
  duty to Carillo.
  GM Notes: 
  The only adequate source of information relating 
  to Señora Carillo, Alex Kensington is not a social 
  man.  He is seldom seen away from the estate without 
  some purpose and refuses to discuss his employer, 
  continually citing the confidentiality agreement drawn 
  up by his firm.
  Annabelle Raider
  Annabelle Raider moved to San Carillo with her parents 
  when she was very young.  She grew up, enjoying her 
  role as the center of attention in her home.  While in high 
  school, her plans for the Hidden Treasure began to take 
  shape.  She saw her classmates as an untapped market 
  – one that would be able to make her a lot of money if 
  she could find a few other girls who were interested.  It 
  didn’t take too long for her to find her “staff,” and shortly 
  after they graduated from high school, Annabelle opened 
  the Hidden Treasure.
  GM Notes: 
  Annabelle’s clientele depend on her discretion, and 
  have never been disappointed.  It is highly unlikely that 
  she will supply information of any kind, but it might be 
  possible for the PCs to get information from the girls, 
  for a price.  A successful Gather Information check 
  (DC 20) and Wealth check (DC 15) are required to get 
  any information from the girls.
  Christopher Baxter 
  Chairman of the San Carillo Mission Restoration 
  Committee, Baxter appeared out of nowhere – snatching 
  up a few pieces of property and spending what seems 
  to be an unending supply of wealth.  The Restoration 
  Committee’s activities are questionable at best, but 
  Baxter doesn’t seem to care.  Only a few of the locals 
  have actually been sucked into the committee by 
  his recruitment speeches, however, and most of the 
  committee’s sympathizers are actually from other nearby 
  areas, or were imported by Baxter.
  GM Notes: 
  Chris Baxter is more of a con man than anything else.  
  He will offer information to anyone who asks, but it is 
  unlikely to be accurate.  The information he offers will 
  be colored by his own plans and shady deals, and is 
  unlikely to be of any use to the PCs.
  Sylvia & Matthew Davis
  Sylvia & Matthew Davis have lived in San Carillo all 
  their lives.  They have lived a fairy-tale life – childhood 
  sweethearts who grew up to ‘live happily ever after.’  
  Sylvia was elected to the Town Council six years ago, 
  and the voters seem to see no need to remove her from 
  the office.  Matthew telecommutes to his programming 
  job and works part-time as court clerk for San Carillo.  
  Sylvia & Matthew have 2 children, and are expecting 
  their first grandchild.
  
  Modern Backdrops
  Page - 9
  San Carillo
  Cameron & Deliah Roberts
  Cameron moved to San Carillo in 1962, choosing the 
  90-minute commute over continuing to live in the city.  
  San Carillo 
  Town Square
  1.  Museum
  2.  Library
  3.  City Offices
  4.  Jail
  5.  Hall of Records
  6.  City Hall
  7.  Roland Anderson’s Office
  8.  Sylvia Davis’ Office
  9.  Cameron  Roberts’ Office
  10. *vacant*
  11. Marcus Keeling’s Office
  12. Kenneth Chase’s Office
  13. Kennedy Powers’ Office
  Currently, the vacant office 
  (#10) is being used for 
  storage of old equipment 
  – outdated computers, broken 
  FAX machines, etc.
  His job demanded constant attention, leaving him away 
  from his home for long hours, and sometimes days.  In 
  1985, he chose an early retirement and actually began to 
  enjoy his home.  It was not until 
  his retirement that the people of 
  San Carillo met his wife, Deliah.  
  Although some of the older 
  residents of San Carillo take 
  exception to his choice in mates, 
  Cameron seems very happy with 
  Deliah in spite of the thirty-five 
  year difference in their ages.  
  Cameron was elected to the 
  Town Council two years ago.
  Marcus & Anita Keeling 
  Marcus & Anita Keeling moved 
  to San Carillo, with their infant 
  son, ten years ago.  Anita knew 
  that she had to return to her 
  business, but refused to see 
  her son raised in the city.  The 
  influences there, she would tell 
  anyone who listened, were far 
  too strong and her gentle son 
  would fall prey to their evil.  
  While she commutes back and 
  forth to her business – a training 
  facility where “society’s bad elements are transformed 
  into something much more palatable” – Marcus is active 
  in San Carillo’s daily life.  In addition to his position on 
  the Town Council, which he has held for four years, he is 
  also active in the elementary school’s PTA, and leads a 
  Boy Scout troop.
  Kennedy & Alexander Powers
  Kennedy Powers enjoys being on the Town Council.  If 
  you ask her about the time she’s served, she’ll tell you 
  that it’s been the most wonderful, quiet, three years of 
  her life.  Her description, of course, is hardly adequate to 
  describe the difference in her current life in comparison 
  to the one that she left behind.  She worked undercover in 
  the middle of a gang war while serving as a police officer 
  
  Modern Backdrops
  Page - 10
  San Carillo
  in Los Angeles, and the real problems began 
  when she was discovered.  Alex, desperate to 
  protect her from any further trauma, picked up 
  the family and moved to a quiet place where 
  Kennedy could recover from her experiences 
  and begin to enjoy life.  Alex continues his work 
  as a sculptor in a studio behind their home.
  Kenneth & Rita Chase 
  Ken Chase has lived in San Carillo for nearly 
  his entire life.  During the five years he spent 
  away, he met and married his wife.  Ken has 
  spent several years working with the Town Council to raise property value 
  and income for the town, and, two years ago, he was elected to the Council.  
  Rita refuses to talk about her past, and so everyone who has tried to get 
  information from her makes up their own stories.
  Hector Moreno 
  Father Moreno is the priest assigned to St. Alodia’s.  He is overworked 
  and unappreciated, and spends most of his time alone – struggling through 
  old documents handed down from the days of the original mission’s 
  construction.  He has extensive and exclusive information available to 
  anyone who questions him, but is often viewed as unapproachable.
  David & Andrea Masterson 
  David Masterson moved to San Carillo after being hired as the new minister 
  for the San Carillo United Fellowship of God.  The young minister and his 
  wife are expecting their first child and the church members are all enjoying 
  being part of the couple’s extended family.  The Mastersons are young and 
  naïve on many levels – they are inherently trusting of strangers and answer 
  everything with their unshakable (to the point of being blind) faith.
  Alex Morales 
  Alejandro “Alex” Morales has spent his entire life in San Carillo.  The old 
  man is full of stories, but it has been years since he knew the difference 
  between his own memories and the memories of old rumors, movies, and 
  television shows.  He does have some very useful information regarding the 
  more bizarre occurrences in the town, but only if the accumulated garbage 
  can be sorted through in order to find it.
  San Carillo City Hall
  1.  Foyer & Visitor’s Information Center
  2.  Main Council Chambers
  3.  Public Restrooms
  4.  Storage
  5.  «Closed Door» Council Chambers
  6.  Public Events Hall
  
  Modern Backdrops
  Page - 11
  San Carillo
  Places To Go
  In a tiny, family-like community such as San Carillo, 
  there are a fairly limited number of interesting ways 
  for citizens to spend their time.  Places like San Carillo 
  pride themselves on being “quiet” and “wholesome.”  Of 
  course, in the grand scheme of things, this translates to 
  “boring” for much of the population.  
  The town’s two churches offer the majority of the 
  town’s social events.
  In recent years, the trend among teens looking for fun 
  and adventure runs along two distinct paths.  One group 
  of kids will simply leave town, heading for the lights, 
  glamour, and excitement of the nearby larger cities.  The 
  other group, however, stays closer to home, and will 
  seek their thrills by exploring the abandoned structures 
  that surround the town.  The Hacienda Coronado and 
  Misíon Carillado are two favorite spots for youth to seek 
  adventure and excitement.
  Corina’s Cantina has become the default hangout for 
  the local youth.  The small restaurant serves a blend 
  of Hispanic and typically American cuisine and is a 
  favorite with many young couples.  The owners, Javier 
  and Alissia Martinez, are friendly and always willing 
  to lend a helping hand when their fellow citizens are in 
  need.  Corina’s regularly acts as a catering service for St. 
  Alodia’s and, according to rumor, has never charged the 
  church for the food or labor.
  Nick & Laura’s General Store stands in the town 
  square across the street from Corina’s.  It is, as the 
  name suggests, a small town store with a little bit 
  of everything.  The prices at Nick & Laura’s are not 
  unreasonable, but for any major shopping, one would 
  find it cheaper to travel to one of the nearby, larger towns 
  and shop the major chains.  Just inside the store is a small 
  deli counter, where Laura serves up fresh sandwiches 
  and old-fashioned ice cream sodas.  Nick’s father, Alex 
  Morales, is a constant fixture at the counter, regaling 
  anyone who will listen with wild stories about the history 
  of San Carillo.
  Although it may not be the most wholesome of past-
  times, there is one other establishment in San Carillo that 
  offers its own particular brand of entertainment.  Hidden 
  Treasure appears, to the casual observer, as quaint Bed 
  & Breakfast located on the northern edge of town.  The 
  name plays on the town’s mysterious hidden wealth, but 
  in reality, the Hidden Treasure is a very thin front for 
  Annabelle Raider’s whorehouse.  While prostitution is, 
  technically, illegal in the wholesome, family town, Ms. 
  Raider’s business is ignored by the authorities due to her 
  confidential and discreet provision of services. 
  Organizations
  St. Alodia’s Catholic Church
  St. Alodia’s Catholic Church is home to the oldest 
  organizations in San Carillo.  The Church has maintained 
  a constant presence in the area since Doña Carillado 
  first requested the construction of Misíon Carillado.  St. 
  Alodia’s normal activities include choir, Sunday school 
  & catechism, and the performance of a regular mass.  
  St. Alodia’s also hosts a large number of fundraisers 
  throughout the year, including a bi-weekly bingo night, a 
  monthly bake sale, and holiday craft boutiques.
  United Fellowship of God
  The San Carillo United Fellowship of God, unlike its 
  counterpart St. Alodia’s, tends to steer away from the 
  public eye.  Theories abound as to the protestant church’s 
  lack of desire to work as a more public entity, but the 
  sad fact is that the small congregation that has flocked to 
  the nondenominational worship services simply doesn’t 
  agree on much – including how to best serve their 
  community.  The church does, however, have a small 
  choir and an excellent Sunday school program.
  Town Council
  Like most small towns, the Town Council of San Carillo 
  is a very important entity to the citizenry.  Council 
  members decide many of the issues normally left to 
  committees in larger cities, and those decisions are nearly 
  always the will of their constituency.  Council members 
  are always seen at public events and often visit local 
  schools, libraries, and special events as a service to the 
  people of San Carillo.
  Mission Restoration Committee
  Established, apparently out of thin air, in the spring of 
  1990, the San Carillo Mission Restoration Committee 
  is part of a large network of philanthropic historical 
  societies.  The Restoration Committee, as the name 
  implies, is dedicated to the restoration and preservation 
  of the land and structures that make up the Misíon 
  Carillado compound.  The chairman of the Committee, 
  Christopher Baxter, moved to San Carillo shortly before 
  taking on the ambitious project.  
  GM Notes: 
  The San Carillo Mission Restoration Committee is 
  actually a front for a drug smuggling ring; working 
  with drug dealers from all over South America.  Chris 
  Baxter is in the upper echelon of the United States’ 
  drug lords, but has managed to keep all evidence 
  from ever pointing toward him.  Baxter’s personal 
  information is found later in the book.
  Official Reports
  It is the practice of the San Carillo Town Council to 
  quietly turn a blind eye to any questionable happenings 
  in their community.  They look the other way while 
  Annabelle Raider offers her special room rates, and smile 
  and nod when someone asks about ghosts or murders.  
  There were some turbulent times in the town’s history… 
  overactive imaginations… nothing like the wild stories 
  you may have heard…  No one knows if the council 
  members are blatantly ignoring the past, or if they 
  actually believe their version of the story, but either way 
  – the official opinion is that there is no official opinion.
  
  Modern Backdrops
  Page - 12
  San Carillo
  Misíon Carillado
  1.  Cemetery
  2.  Bell Tower
  3.  Main Sanctuary
  4.  Priest’s Home
  5.  Wanderer’s Home
  6.  Stable
  7.  Garden
  8.  Well
  9.  School
  10. Blacksmith’s Shop
  Places of Power
  Misíon Carillado
  The main sanctuary of the old 
  mission is a hotbed of paranormal 
  activity.  Doña Carillado’s driving 
  desire to have the mission built, 
  according to family legend, was 
  based on a series of dreams in 
  which “dark and evil creatures 
  sprang forth from the earth” in the 
  location she hand-picked for the 
  main portion of the mission.  While 
  the mission may not be a place of 
  “dark and evil creatures,” Doña 
  Carillado’s dreams may have foreshadowed an easily exploitable 
  dimensional rift which opens periodically within the main sanctuary.
  The cemetery is also known for many unexplained phenomena.  
  While it sees very little activity from its inhabitants, it is still a 
  strange and unnerving place.  Paranormal investigators have studied 
  the mission’s graveyard and claim that no paranormal activity 
  was detected, but three of the investigators went mad shortly after 
  their stay and another woke, several weeks later, with a tattoo of 
  the mission on his back.  The only accepted theory regarding the 
  cemetery’s strange occurrences and effects is that the land might 
  have been some sort of native holy site before Doña Carillado began 
  working toward the construction of the mission.  While this theory 
  would explain the cemetery’s qualities rather nicely to paranormal 
  researchers, the lack of documented paranormal activity still leaves 
  the area a mystery.
  The mission’s bell tower is the source of the ghostly singing 
  children.  Legend says that local children would gather at the base of 
  the tower to practice their hymns.  When they grew tired of standing 
  in one place, the children would follow the priests around the mission, 
  singing, until they were paid off by either the priest joining them, or 
  stopping his daily routine to tell them a story.  It is said that people 
  who venture into the mission at night are likely to spot the children, 
  and perhaps be followed by them until they are “paid off” in the same 
  manner.
  
  Modern Backdrops
  Page - 13
  San Carillo
  Hacienda Coronado
  Many restless spirits haunt the decaying Hacienda Coronado hotel, but 
  most are completely harmless.  The exception, of course, is the heavy-
  footed limping man.  He is seen, on rare occasions, dragging his bad leg 
  down the hall toward the richest of the hotel’s accommodations.  In life, he 
  was Ignacio Soledad, the stable master at the Hacienda Coronado, and the 
  insanely protective father of housekeeper Ramona Soledad.  Ignacio’s leg 
  had been all but destroyed when he was trampled by a carriage, and the fact 
  that he was able to walk at all had been heralded as a medical miracle of the 
  age.  His outrage over Ramona’s sinful affairs, coupled with the tragedy of 
  his own murder, has left the vengeful spirit of Ignacio Soledad trapped in 
  the hotel.
  Things to See
  The Library Collection
  Housed within the town library is a huge collection of historical volumes 
  dealing with the town and its people.  Among the many commercially 
  available texts, there are a handful of diaries, documents, and information 
  relating, in particular, to the Carillado and Carillo families.  Many pieces 
  of this sort, as one would expect, are still in the hands of the family, 
  but the library has already been written into Elisabetta Carillo’s will as 
  the beneficiary of all family historical information.  The current library 
  collection includes:
  • 
  A portrait of Javier and Isabel, painted in 1792.
  • 
  A collection of letters between Devante Carillo and his sister during his 
  marriage to Damita.  The letters detail a very unhappy marriage, with 
  Devante constantly fearing for his life.  It is also implied, numerous 
  times, that Damita was responsible for the deaths of her parents.
  • 
  The letter that accompanied Marco’s initial school grant, detailing his 
  suggestions for the allocation of the two million dollar donation.
  • 
  The diary of Amadoria Gallego.
  • 
  A collection of antique photographs taken of Isabella Carillo late in her 
  lifetime.
  • 
  Court documents demanding the town cease its annexation attempts 
  and relinquish all claims to the estate in favor of Esteban Carillo’s 
  claim to ownership.
  • 
  A copy of the newspaper containing the obituary for Carlito Carillo.
  San Carillo Public Library & Works Offices
  The public works offices are unassigned and should be used as needed 
  in your campaign.  The top 2 gray shaded areas indicate restrooms.
  
  Modern Backdrops
  Page - 14
  San Carillo
  San Carillo Museum
  A small corner of the town square complex is dedicated 
  to the history of the area.  The museum consists mostly 
  of large versions of old, grainy photos, but a few items on 
  display were salvaged from some of the local historical 
  sites.  Items on display include:
  • 
  A pair of crystal wine glasses from the height of the 
  Hacienda Coronado’s popularity.
  • 
  A guest register from the Hacienda Coronado.
  • 
  A gold crucifix, stolen from the mission during its 
  first period of inactivity.  The item was recovered 
  many years later.
  • 
  A small book, labeled as a bible, recovered from the 
  cemetery of the mission shortly after a rainstorm.
  Misíon Carillado & Hacienda 
  Coronado
  Though no specific items are listed, 
  there is a chance of just about anything 
  of interest being found either within the 
  mission complex or inside the old hotel.  
  Religious artifacts, pieces of jewelry, 
  antiques of any nature, and human 
  remains are some obvious items that 
  come to mind.
  Supernatural Residents
  Judith Kelley
  The ghost of Judith Kelley can be seen 
  on foggy nights, hanging from the 
  balcony of the Carillo estate’s main 
  house.  She threw herself over the 
  balcony in late October, hanging herself 
  with a noose fashioned from a golden 
  drapery cord pulled tightly around her 
  neck.  She can also be heard, now only 
  on the night of the Feast of the Dead, 
  screaming wildly at the discovery of 
  a mass grave in the basement, found 
  while Sra. Carillo was away.  Ms. Kelley gave the only 
  accounts of this mass grave, and no evidence of her wild 
  stories has ever been found.  She is bound to the main 
  house – refusing to leave it even when one of the priests 
  from St. Alodia’s performed an exorcism in response to 
  Sra. Carillo’s desperate pleas for assistance.  
  GM Notes: 
  The inexperienced priest who botched the exorcism 
  only served to cause Kelley immense pain – which 
  could lead to her being a less benevolent creature, at 
  the GMs discretion.
  The other spirits listed throughout the text are bound 
  to their locations, but are sometimes able to leave their 
  places for a short time.  The most common example 
  of this would be the ghostly children’s choir following 
  a group of adventurers away from the mission if their 
  standard payment is not received.
  There are no creatures or spirits associated specifically 
  with the mission’s main sanctuary, but because of the 
  sanctuary’s location, many creatures may be in the 
  sanctuary at any given time.  Just about anything can be 
  coaxed through the rift from the other worlds, as long as 
  the right offers are made.
  San Carillo’s Dark Secrets
  The Curse of Isabella
  Isabella was the wife of Esteban Carillado, and the 
  first mistress of the estate after Doña Carillado.  While 
  Isabella was not guilty of any crimes against supernatural 
  forces, her mother had intentionally driven off many 
  benevolent spirits in her home village.  In retaliation, the 
  villages hired a witch to attach the most malevolent of 
  the local spirits to the pregnant woman.  Fearing for their 
  lives, Isabella’s parents fled their home, but the spirits 
  followed.  The spirits, bound to the woman late in her 
  pregnancy, exacted their revenge by killing Isabella’s 
  mother in childbirth, and attaching themselves to the 
  infant girl.
  The Truth About Damita
   Like her great-grandmother, Damita Carillado was 
  drawn in by the sheer power offered to her by the dark 
  spirits that refused to separate themselves from the 
  Carillado family.  Isabella, understanding the girl’s dark 
  desire for power, taught the young Damita all the ways 
  to court the powers of the dark forces.  As Damita gained 
  confidence, she borrowed from these evil powers to 
  murder her parents and gain control of the estate.  She 
  fought to retain control after her marriage, and, once she 
  
  Modern Backdrops
  Page - 15
  San Carillo
  was certain her child would live, she hired men to murder 
  her husband.
  The Murder of Ignacio Soledad
  Rumors surround the details of the death of Ignacio 
  Soledad.  The only person who has ever attempted to 
  go public with any information, a maid named Alicia 
  Rosalo, was found floating in a fountain shortly after she 
  first spoke of knowing the details.
  Ignacio’s sixteen year old daughter, Ramona, worked 
  as a housekeeper at the Hacienda Coronado.  She found 
  that a great deal of money was to be made by offering 
  other services to the guests, and soon had a quiet 
  reputation among repeat visitors.  The owner of the 
  Hacienda Coronado, Marco Carillo, often stayed in the 
  luxury suites when his entertaining outgrew the smaller 
  house, and he had called for Ramona’s services on 
  several occasions.  
  Ignacio had recently discovered a large stash of money 
  in Ramona’s quarters and one of the other housekeepers 
  had explained to him about his daughter’s extra money 
  making activities.
  Ignacio was outraged at his daughter’s promiscuity, 
  and wandered through the hotel in a rage.  One of the 
  younger girls foolishly answered his questions regarding 
  Ramona’s whereabouts, and the old stable master 
  bounded up the main hall, his previously injured leg 
  causing a loud thumping as he stormed into the room.
  Soledad had not expected to find his daughter in the 
  arms of their employer, and his moment of hesitation 
  proved fatal.  Marco shot Ignacio in the head, and the old 
  man was dead before morning, his body moved back to 
  his quarters under the cover of night.
  The Curse of Esteban Carillo
  When Esteban Carillo left home in 1858, he had no 
  specific goals, other than to escape his family and San 
  Carillo.  In the sixty years Esteban was missing, he 
  attempted several occult rituals, each aimed at personal 
  gain of one sort or another.  Having always found 
  success, and never suffering any apparent repercussions, 
  Esteban’s desires grew more outrageous, and much more 
  dangerous.  His final work, an attempt to make himself 
  immortal, brought years of psychic backlash and caused 
  a terrible fate to be rested upon him and his descendants.  
  One descendant is cursed in each generation, and the 
  selection of the cursed is apparently random.  The cursed 
  family member lives their normal lifespan, virtually 
  free of illness or accident, but is plagued by the constant 
  deaths of friends, family and associates.
    
  The Loss of Elisabetta Carillo’s Staff
  The murders and suicides that plagued Elisabetta 
  Carillo’s staff in the 1960s cannot be accurately attributed 
  to any one cause, but the curses of Doña Isabella and 
  Elisabetta’s great-grandfather, Esteban, are both easily 
  identifiable reasons.
  There are, however, other avenues which have not been 
  explored fully by investigators.  Judith Kelley appeared 
  shortly before the deaths began, and when the original 
  staff were all dead or gone, she became the senior official 
  in the house.  Could the woman have had some power-
  hungry motive for ridding the estate of those who had 
  been there since before her arrival?
  Or could the deaths actually be the work of Elisabetta?  
  With Esteban’s great interest in the occult, was there 
  some reason for his great-granddaughter to sacrifice 
  those who had been so near to her family?
  GM Notes: 
  This issue is intentionally left unexplained, as the 
  possibilities are limitless.  The GM should decide the 
  reasons behind the staff members’ deaths, if this is used 
  as part of an adventure.
  Plot Hooks
  Level I
  Carillado’s Gold
  Christopher Baxter has found proof of the Carillado 
  family’s hidden fortune.  He has been searching for it as 
  time permits, but his timetable has been quickened by the 
  introduction of a lawsuit, filed by Alex Kensington, on 
  behalf of Elisabetta Carillo.  Apparently, the old woman 
  has grown tired of Chris poking around the estate and 
  has had the court ban him from her property.  The PCs 
  are hired by either Chris Baxter, to help find the treasure, 
  or by Alex Kensington – acting for Sra. Carillo – to help 
  protect the estate from Baxter’s intrusions.
  Picnic Peril
  The annual Independence Day picnic was going on 
  without a hitch.  The weather, though hot, was not 
  unbearable, and the pool was a big hit for children and 
  adults alike.  In the heat of the late afternoon, a scream 
  rang out.
  “Audra!  AUDRA!”
  The woman screaming, when she is finally able to 
  speak clearly, begs the PCs to help her find her lost 
  daughter.  The five year old girl was last seen, according 
  to her mother, running off with friends to play in the 
  stone garden of the old hotel.
  Level II
  A Walk Under The Gallows
  Once, every three or four years, Elisabetta Carillo opens 
  the estate house to visitors.  The old woman is never 
  seen, but servants lead visitors on a tour of the house, 
  expertly advising the curious of both town history and 
  juicy rumors.  On one such tour of the mansion, the 
  tour guide and the PCs are surprised by the sight of 
  a woman pulling a golden rope from the draperies in 
  
  Modern Backdrops
  Page - 16
  San Carillo
  The old woman will not answer questions, simply 
  turning and retreating back into the private areas of the 
  house.  The tour guide is dumbfounded.  “That,” the 
  guide stammers, “…that was Señora Carillo…”
  Mission – Impossible
  The San Carillo Mission Restoration Committee has been 
  at odds with the town council since its establishment.  
  The group has collected close to a quarter million dollars 
  to use in restoring the old buildings, but have been 
  denied by both the town council and the parks service, 
  who both cite the building’s historical integrity as their 
  main concern.  Chris Baxter, however, doesn’t buy into 
  their arguments, and has convinced the Restoration 
  Committee that the council and parks services are hiding 
  something within the mission – something that they don’t 
  want found.  Chris Baxter recruits the PCs to explore the 
  mission ruins and bring back whatever the city council is 
  trying to hide.
  Level III
  Lullaby
  One (or more) of the PCs is plagued with dreams of the 
  mission’s ghostly children’s choir.  The only way to make 
  the dreams stop is to communicate with the ghosts inside 
  the mission’s main sanctuary.  Every thirty seconds the 
  children’s spirits remain in the sanctuary increases the 
  chance that some negative force will emerge from the 
  vortex.  The PCs must protect the children from this 
  force in order for the dreams to stop.  If the PCs are able 
  to leave the sanctuary without being attacked, a spectral 
  priest will be waiting for them in the corridor.  His advice 
  will be that the children should be laid to rest, but the 
  PCs must find their missing bodies in order to do so.
  Alexander Kensington 6th Level (Dedicated 2/Smart 4):  CR 6; Medium humanoid; HD 6d6; HP 26; Massive 
  Damage 11; Init -1; Spd 30 ft.; Defense 12, Touch 12, Flat-Footed 13 (+3 class, -1 dex); BAB +3; Atk +3 melee 
  (1d3 nonlethal, unarmed strike); Full Attack +3 melee (1d3 nonlethal, unarmed strike); FS 5 ft by 5 ft; Reach 5 ft; 
  SQ none; AL; Occupation White Collar; Wealth +8; SV Fort +3 Ref +0 Will +7; AP 3; Rep +3; Str 10, Dex 9, Con 
  11, Int 18, Wis 16, Cha 12.
  Skills: Bluff +5, Computer Use +7, Concentration +1, Craft (Writing) +4, Decipher Script +10, Demolitions 
  +4, Diplomacy +7, Forgery +9, Gamble +5, Gather Information +7, Intimidate +5, Investigate +14, Listen +11, 
  Move Silently +1, Profession (Lawyer) +6, Research +19, Search +7, Sense Motive +10, Spot +10.  
  Feats: Simple Weapon Proficiency, Skill Emphasis (Research), Alertness, Trustworthy, Educated, Confident, 
  Studious, Meticulous.
  Christopher Baxter 6th Level (Charismatic 3/Smart 3):  CR 6; Medium humanoid; HD 6d6+6; HP 30; 
  Massive Damage 13; Init +0; Spd 30 ft.; Defense 14, Touch 14, Flat-Footed 12 (+2 Class, +2 Dexterity); BAB 
  +2; Atk +2 melee (1d3 nonlethal, unarmed strike) +4 ranged (2d6 Colt Double Eagle); Full Atk +2 melee (1d3 
  nonlethal, unarmed strike) +4 ranged (2d6 Colt Double Eagle); FS 5 ft by 5 ft; Reach 5 ft; SQ Savant (Craft 
  Pharmaceutical), Trick, Charm, Fast-Talk; AL; Occupation Criminal; Wealth +6; SV Fort +4, Ref +5, Will +5; AP 
  3; Rep +3; Str 11, Dex 14, Con 13, Int 16, Wis 14, Cha 18.
  Skills: Bluff +15, Concentration +5, Craft (Pharmaceutical) +12, Diplomacy +13, Disguise +9, Forgery +16, 
  Gather Information +8, Intimidate +7, Knowledge (Business) +9, Knowledge (Current Events) +12, Knowledge 
  (Streetwise) +12, Listen +8, Search +5, Spot +5.
  Feats: Simple Weapon Proficiency, Personal Firearms Proficiency (from occupation), Alertness, Deceptive, 
  Educated, Low-Profile, Lightning Reflexes.
  Mission Carillado’s Spectral Guardian Level:  CR 4; Medium ghost; HD 3d12; HP 32; Massive Damage 
  12; Init +1; Spd 30 ft. fly (perfect); Defense 14, Touch 14, Flat-Footed 13 (+1 Dexterity, +3 Charisma when 
  Manifesting); BAB +1; Atk +2 melee (1d4 corrupting touch); Full Atk +2 melee (1d4 corrupting touch); FS 5 ft 
  by 5 ft; Reach 5 ft; SQ Manifestation, Frightful Moan, Horrific Appearance, Telekinesis; AL; Occupation none; 
  Wealth none; SV Fort +3, Ref +3, Will +5; AP 2; Rep 0; Str 12, Dex 12, Con 0, Int 17, Wis 15, Cha 16.
  Skills: Concentration +6, Decipher Script +7, Diplomacy +5, Gather Information +5, Hide +9, Investigate 
  +5, Knowledge (Arcane Lore) +8, Knowledge (Behavioral Sciences) +5, Knowledge (History) +5, Knowledge 
  (Theology and Philosophy) +9, Listen +13, Search +11, Sense Motive +5, Spot +13.
  Feats: Simple Weapon Proficiency, Educated, Creative, Iron Will, Trustworthy.
  completing her suicide.  Almost immediately after the 
  apparition vanishes, the group will come face-to-face 
  with an old woman in a semi-formal tea dress.  With tears 
  in her eyes, she shakes her head and wishes out loud that 
  someone, anyone, would discover the reason “for poor 
  Judith’s unhappiness.”  
  the north sitting room.  The tour guide recognizes the 
  woman from photos as Judith Kelley, Sra. Carillo’s 
  dead housekeeper.  If the woman is undisturbed, she 
  will continue through her final steps, throwing herself 
  off the balcony with the noose tied around neck, and 
  vanishing.  If she is disturbed, she will vanish without 
  
  Modern Backdrops
  Page - 17
  San Carillo
  Police Department
  The building is divided into two 
  sections – the actual police offices 
  and the small jail.  Holding cells 
  are located on the right side of the 
  front section, through the security 
  checkpoints at the front door.  
  Officer’s desks are located in the back 
  section of the building.  The central 
  area is the evidence locker.
  Hall of Records
  Just inside the front entrance of 
  the building, visitors request their 
  information from the desk clerks.  File 
  cabinets line the walls of the building, 
  and a small section of modular offices 
  are maintained for staff to use while 
  researching requests.  Restrooms are 
  located in the back, left corner and the 
  computer systems are located in the 
  back right.
  Family Ties
  In 1954, fourteen-year old Judith Kelley gave up her 
  newborn son and vanished from her hometown.  It was a 
  secret the woman, who had remained single all her life, 
  took with her to her grave.
  Until now.
  A young man, claiming to be the grandson 
  of Judith Kelley has arrived in town, looking 
  for the woman.  He becomes irate when told 
  of her suicide and goes on a destructive rant 
  that lands him in jail.  He is held in the jail for 
  nearly a month, refusing to speak to anyone.
  The PCs are recruited by Alex Kensington 
  to go to the man and make him an offer… it 
  seems Señora Carillo is quite interested in 
  his story, and will gladly pay his bail on the 
  condition that he come to the estate to tell her 
  all he knows of his grandmother.
  The simple assignment falls apart when the 
  PCs arrive to offer the young man the deal.
  The man is found, hanging in his cell, from a 
  noose fashioned of the same sort of drapery 
  cord Judith Kelley used to kill herself.
  
  Modern Backdrops
  Page - 18
  Rio Hevrir 
  Rio Hevrir
  Rio Hevrir is a nice, quiet stop along a very long, hot, 
  boring stretch of highway.  Those with family or friends 
  in the town are familiar with the crime rate in the area, 
  but tend to brush things off due to the lack of official 
  response, unless someone they know is directly affected.
  What Every School Kid Knows
  Rio Hevrir was founded in the early 1800s.  Nestled 
  in the southern California desert, Rio Hevrir’s 2,500 
  residents live in nearly constant fear.  There are people 
  who whisper that the town is cursed, but there is no 
  solid proof of such claims.  That doesn’t change the fact, 
  however, that over the last two hundred 
  years, the town has nearly died out half a 
  dozen times.  Unsolved disappearances are 
  the norm, and grizzly murders are more 
  commonplace here then any other city in 
  California.  Resolutions are few and far 
  between, and there are almost never any 
  arrests – let alone convictions – regarding 
  these devastating crimes.
  The town is well maintained and usually 
  has very little in the way of unsightly 
  construction.  On occasion, road blocks 
  appear on certain streets for no apparent 
  reason, and they have never been adequately 
  explained.  Currently, Old Town, which 
  rests quietly across the highway, is marred 
  by the presence of construction equipment, 
  as the town council has recently approved 
  the construction of a fence to protect the 
  historical integrity of the Old Town site.
  Rio Hevrir is a relatively stable 
  community with a varied cultural makeup.  
  There are virtually no ‘ethnic’ issues within 
  the city and one native is pretty much the same as the 
  next.  This is largely due to the often terrifying and 
  sometimes bizarre nature of life in the town – residents 
  are bonded by the tragedies that continually devastate the 
  area.
  Rumors
  The Old Town church was built, along with the rest of the 
  original town, by the first settlers in the area.  While most 
  of the structures in Old Town are very well preserved, 
  the church itself is in immaculate condition.  With the 
  exception of some apparent vandalization, nothing has 
  ever caused it any real harm.  Even a recent fire, which 
  claimed nearby buildings and threatened to destroy Old 
  Town entirely, left the church completely untouched.
  The southern part of the town has been plagued by what 
  seem to be huge rats.  The rats, according to the ravings 
  of some of the local lunatics, are even responsible for 
  some of the town’s unexplained deaths.
  Over the last several years, there have been sightings of 
  many missing individuals.  Some have been missing for 
  years, but always appear exactly the same as they did 
  when they vanished.
  The guy that owns the bookstore is a little off.  He’s 
  absent-minded and a touch reclusive, and is usually 
  taking strange phone calls or searching through books, 
  in the shop, that most of Rio Hevrir’s population can’t 
  even pretend to read.  The shop is open and closed at 
  odd hours and the time he’s available changes without 
  warning.  Oh – and he’s having an affair with the new 
  police captain.  She spends a great deal of time at 
  the shop, usually at odd hours, and whenever she 
  arrives, the shop closes to the public.
  “Crazy” JJ Dawson was a normal high school 
  jock – popular and happy.  Then his parents were 
  killed… and the buzz is that he was involved.  
  He vanished for a couple of months after his 
  parents’ death, and resurfaced, he has been legally 
  emancipated and was the sole beneficiary of his 
  family’s property… as well as their life insurance 
  policies.  His sanity has been slipping away since 
  the death of his parents, and he is prone to violent 
  outbursts and dark, antiauthoritarian tendencies.
  Important People
  Captain Maria D’Mato
  Maria D’Mato moved into Rio Hevrir shortly 
  before she was sworn in as an officer in 1990.  
  Previously, Ms. D’Mato had served in the 
  military, but details of her service are completely 
  unavailable.  She held a few odd jobs while 
  GM Notes
  The mundane nature of Horse Feathers makes it suitable for 1st level 
  characters.  By creating connections between the missing horses and the 
  demonic forces that control the town, it is possible to use this story for 
  characters of any level.
  As researching a small, desert town, is not the work of seasoned 
  adventurers, Closed Books should be considered for 1st through 3rd level 
  characters.
  Chasing after a pack of giant, apparently intelligent, rats, is not for the 
  inexperienced.  Rat Hole should be considered for characters between 
  3rd and 5th level (depending on the number of rats they encounter).
  Reaching into the more sinister side of the city, characters involved in 
  Boxed In should be at least 3rd level.
  Hypnotized is suitable for characters of 4th level or higher, as long as 
  the characters are kept from entering the demon’s den.  If you intend for 
  the characters to face the demon, this plot should be saved for characters 
  of a much higher level.
  Uncovering Cole’s smuggling ring in Special Delivery is a task 
  suitable for characters of 3rd to 5th level.  This level is easily modified by 
  changing the amount (and type) of resistance faced by the characters.
  
  Modern Backdrops
  Page - 19
  Rio Hevrir
  attending the police academy and was hired in Rio Hevrir 
  mere months after graduation.  She has spent the last 
  several years doing all she can to keep from being 
  promoted, but has recently lost that particular battle.
  JJ Dawson
  Everyone in town knows about Dawson… he’s one of 
  the town’s most infamous figures.  The official story 
  regarding his parents’ death lists him as a suspected 
  murderer and the victim of a botched suicide.  After 
  spending months in the hospital, JJ tried to resume his 
  life, but he is haunted by whatever happened to him that 
  night.
  Other Information
  Rio Hevrir is a thriving community in spite of its terrible 
  crimes.  Businesses do well.  The three major sources 
  of income are horse sales, technology export, and “last 
  chance tourism.”
  Community Events
  Due to the terrible tragedies that have occurred in Rio 
  Hevrir, there are no regular community events.  The only 
  calendar items of note are school events – sports, dances, 
  plays, etc.
  Time Line of Important Events
  1799 – Rio Hevrir incorporated, seemingly out of 
  nowhere, under the leadership of mayor Aaron Jordan.  
  The town hall/jail, hotel, and church are built for the 
  community, as well as a handful of settler’s homes.
  1801 – Aaron Jordan adopts a young boy named Isaiah. 
  (Knowledge (History) DC 25)
  1817 – Aaron and his son vanish from their home 
  without a trace.  The townsfolk are devastated by their 
  JJ’s voice crackled over the speakers in their helmets.
  “Home sweet hell,” he said grimly as the bikes sped past the city limit sign.
  Old Town loomed ahead on the left, beckoning them… mocking them…
  “Damn, I hate that place,” Liberty mumbled.
  The church sat at the end of Old Town, near where the road turned off that lead to home.  The church haunted 
  them… taunted them… and always seemed to be the root of the problems in Rio.
  “We’ll get it, babe,” JJ told Liberty, trying to sound reassuring.
  “I know,” she answered softly, her eyes fixed on the church.  “I know.”
  Josh and Staci had ridden slightly ahead, and Staci’s voice came over the radio.  
  “You two didn’t really want to go home right away, did you?”
  JJ growled softly, rolling his eyes.  “What is it, Staci?”
  “Well,” she replied, “the place is crawling with cops and some sort of special taskforce type unit…”  After a 
  short pause, she added, “And I don’t see a friendly face in the whole bunch.  Hold on… listen…”
  Staci opened the facemask on her helmet as the cops approached the bike, flipping the small switch that would 
  keep her radio broadcasting to JJ and Liberty.
  “What are you doing here?  When was the last time you saw JJ Dawson and Liberty Haley?”
  “Woah, officer… Bleaker, is it?” Josh replied, making a show of reading the officer’s nameplate.  “We just got 
  here, remember?”
  “When was the last time you saw Dawson?”
  “Not very friendly, are they?” Josh asked Staci over his shoulder.  “A couple hours ago,” he answered, turning 
  back toward the cop.  “On the road.  Why?”
  The cop shifted his weight between his feet nervously, but did not answer.
  “So, are we under arrest or what?” Josh prodded impatiently.
  “Not yet,” Bleaker replied.
  “Are our friends going to be under arrest?” Staci added in her best spoiled rich girl voice.
  “Not until we find them,” Bleaker replied, turning back toward JJ’s house.
  “Well, that was cute,” Liberty snipped over the radio.
  Josh turned the bike toward the center of town.  “So, now what?” he asked over the radio.
  JJ and Liberty flew back up the highway, turning into town a little further back.  “Well, I don’t particularly feel 
  like going to jail today, so…”
  “How about the warehouse?” Liberty chimed in.
  “Think we’ll have company once we get there?” Josh responded.
  “Nah,” Liberty laughed.  “We’ll just open the windows.”
  “Awww, what’s the matter, honey?” JJ teased.  “Don’t you want to see your pal?”
  Liberty laughed.  “Only if I have a stake in my hand.”
  The bikes turned around separate corners of the building within seconds of each other.  Near the doors to the 
  warehouse, though, their plans were changed. 
  “Is that a fire?”  Liberty squinted through the dark tinted windows of the warehouse.
  “Looks like,” JJ growled.  “Not the place to be.”
  “Guess not,” Josh grumbled.  
  “Now where?”
  
  Modern Backdrops
  Page - 20
  Rio Hevrir 
  loss.
  1818 – Many of the town’s newer buildings are 
  destroyed in a devastating thunderstorm.  The original 
  buildings, though out of date, are left virtually untouched.
  1825 – Postal carriers discover the town of Rio Hevrir 
  has apparently been deserted for some time.
  1826 – Squatters arrive in Rio Hevrir, taking up 
  residence in the abandoned homes and bringing the town 
  back to life.
  1830 – Jacob Harland, a semi-renowned northwestern 
  trapper, settles “in the warmer climate” with his new 
  wife.
  1832 – Dylan Harland is born.
  1840 – Jacob Harland and his wife vanish in the night.  
  Dylan is taken in by a stranger known only as Isaiah.  
  (Knowledge (History) DC 25)
  1849 –Dylan and his guardian vanish.
  1855 – Postal carriers arrive to discover Rio Hevrir has 
  been the site of a grizzly mass murder.  The massacre is 
  blamed on local natives.
  1860 – Braving the ghost town, which has acquired a 
  reputation for being cursed, new settlers arrive to take 
  up residence within easy travel time of the fledgling 
  southern California economic centers.
  1862 – Jacob Hunstel establishes his horse ranch on 
  the outskirts of town.
  1865 – Hunstel’s horses gain regional fame for their 
  strength and quality.
  1866 – Hunstel begins to pour money into the town; 
  repairing buildings, beginning new and ambitious 
  construction projects, and allocating large sums of money 
  to “better the community.”
  1875 – The road that runs through Rio Hevrir is 
  officially declared a major transportation route.
  1888 – A rash of unsolved disappearances plagues 
  the town.  Among the seventeen people to vanish were 
  Hunstel’s wife and ten-year-old daughter.  Hunstel goes 
  slightly insane.
  1890 – Hunstel commits suicide, leaving his fortune to 
  the town.
  1900 – The highway is paved, and construction begins 
  in the “new town” – on the south side of the road.
  1925 – The “new town” is a roaring success, and Old 
  Town becomes deserted.
  1926 – Families who had gathered at a local park for 
  Independence Day picnics and fireworks are discovered 
  the next morning, massacred.  All future community 
  gatherings of this sort are discontinued.
  1935 – Rio Hevrir General Hospital opens.
  1937 – Key members of the town council, at least one 
  of whom was committed to lowering the crime rate, are 
  found murdered.
  1940 – The town council, working in cooperation 
  with the police department, begins to cover up missing 
  persons reports and violent crimes – both past and 
  present.(Knowledge (History) DC 30 or Research DC 30)
  1943 – Several young men, anxious to join the war 
  effort, are loaded on a bus for Los Angeles.  They never 
  arrive at the recruiting office.  The bus is found several 
  weeks later, but no evidence is ever found of the men.
  1945 – A new mayor talks tough on crime, but 
  becomes noticeably silent just weeks after his election.
  1957 – New buildings are built for the high school, and 
  the original building is sealed.
  1960 – Fire devastates Old Town.  The original 
  buildings show small signs of wear, and the church is 
  entirely untouched.  All newer buildings are destroyed.
  1964 – A group of teenagers, racing along the highway 
  late at night, see movement in one of the old town 
  buildings.  Only one young man, David Mallory, returned 
  to town.  He was locked into the mental ward of Rio 
  General after raving to police about “the demons” who 
  had butchered his friends.  (Knowledge (History) DC 30 
  or Research DC 30)
  1968 – The high school football team, on their way to 
  a game in a nearby town, vanishes.  Neither the boys nor 
  any sign of the bus were ever found.
  1970 – David Mallory is released from the hospital 
  without explanation and leaves town.
  1972 – The bodies of a young couple are found, 
  mauled, in a small park in the south end of town.  The 
  official report is that they were attacked by a pack of 
  coyotes.
  1975 – The new mayor arrives at a town-hall meeting, 
  the first of its kind in fifty years, to find the auditorium 
  has been turned into a bloodbath.  The discovery drives 
  him insane.
  1979 – A boy scout troop, preparing for a barbecue 
  in the park at the south end of town, is attacked and 
  totally destroyed.  The official report, again, blames 
  coyotes.  (Research DC 35 or Gather Information DC 30/
  Wealth DC 25 will confirm through police sources that 
  the evidence at the scene points to rodents rather than 
  canines.)
  1980 – The park where they “coyote attacks” have 
  occurred is closed, and the land is sold to a developer, 
  who designs and builds an all-ages nightclub.
  1981 – The Blizzard opens.
  1982 – A van carrying the high school cheerleading 
  team vanishes without a trace.
  1983 – Sandra Yehling opens a bookshop with 
  numerous strange and rare books.  The shop is owned by 
  Yehling, who operates it with the assistance of her son, 
  Kevin Mallory.
  1990 – Maria D’Mato is sworn in as a police officer for 
  the City of Rio Hevrir.
  1992 – Sandra Yehling dies of an apparent drug 
  overdose.  Her son inherits the shop.
  1994 – One of the girls who vanished in the van 
  appears at home.  She has, apparently, not aged in the 
  twelve years since her disappearance, but her family 
  refuses to admit anything might be wrong.  She is 
  welcomed home with a huge party.  The day after the 
  party, her parents are found slaughtered, and she is once 
  again missing.
  1996 – Kevin Mallory and Maria D’Mato work 
  together to form Onyx, a secret organization.
  1998 – The only park left in town sits at the north 
  end and is directly across the highway from Old Town.  
  Throughout the year, six teens are killed in the park, each 
  
  Modern Backdrops
  Page - 21
  Rio Hevrir
  drained of blood.
  2000 – Chief of Police Malcolm Reynolds is 
  appointed.
  2002 – Serenity and Liberty Haley relocate to Rio 
  Hevrir two weeks after a New Year’s Eve party that left 
  nearly one hundred people, including Liberty’s twin 
  brother Alex, dead or missing.  A few weeks later, the 
  Dawson family is attacked in their home.  Mr. and Mrs. 
  Dawson are killed, and their son JJ is barely alive when 
  help arrives.  The case remains unsolved, but rumors 
  finger JJ as the killer, and his own condition the result 
  of a botched suicide attempt.  Less than twenty-four 
  hours after JJ is admitted to Rio General, Sister Amanda 
  Catherine arrives at the Cathedral of St. Michael.
  -- Four months after his family is murdered, JJ is 
  given a medical release and allowed to return to school.  
  Rumors of his decaying mental stability precede him.
  -- As school is ending a month later, an announcement 
  is made that Old Town will be surrounded by a fence, and 
  that construction will begin immediately.  The official 
  press release claims that the “added security is necessary 
  to maintain the area’s historical integrity.”  The same 
  excuse is used to explain the increased police patrols in 
  the area.
  (While this information is common knowledge 
  (Knowledge (History) DC 10), it is unlikely that any of 
  the information will be presented to the PCs in such a 
  convenient format.)
  More Important People
  Aaron Jordan 
  Jordan was easily one of the richest and most powerful 
  men in New York City in 1788.  But it was time for him 
  to move on.  He had spent too many years in the public 
  eye and New York City was no longer as friendly as it 
  had been when he first settled there fifty years earlier.  He 
  longed for the old days and the old country, where prey 
  was plentiful and the possibility of a vampire nearby 
  still caused the humans’ hearts to race.  When Avaradda 
  offered him a chance at the perfect life, how could he 
  refuse?  The medallion that protected him from the things 
  that normally plagued the vampire served as payment in 
  full when Aaron sold his freedom to Avaradda.
  Isaiah Jordan 
  Isaiah had escaped his parents’ murder only because 
  the attacking Indians did not see him huddled under 
  the basket in the corner of the kitchen.  By the time he 
  stumbled into Aaron Jordan’s town, he was malnourished 
  and dehydrated.  Isaiah grew strong thanks to Aaron’s 
  care and he never questioned the things he was told 
  by his adopted father.  When it came time for them to 
  “disappear,” Isaiah was only too happy to become part of 
  Avaradda’s family.
  Isaiah’s statistical information is found later in this 
  section.
  Dylan Harland  
  Dylan lived a normal and happy childhood for his first 
  eight years.  He studied his father’s hunting and trapping 
  methods and listened carefully as his father explained 
  that the reason wild meat tasted so much better was 
  because of the hunt.  When his parents vanished in the 
  night, eight-year-old Dylan was beside himself.  When 
  Isaiah appeared, telling Dylan vivid tales of the death 
  One of the nuns emerged from a smaller building and walked across the garden.  As she approached, her 
  unpleasant demeanor intensified.
  “I am Sister Anna,” she said grimly.  “How may I help you?”
  JJ sighed, tired of repeating the same questions for every person who decided to walk out of the building.
  “We’re looking for information about Sister Amanda Catherine.  Have you seen her?  Do you have any idea 
  where she is?”
  Sister Anna sighed.
  “If we knew what had happened to Sister Amanda, or where she was, don’t you think we would have found a 
  way to bring her home by now?”
  “Yeah, hon,” Liberty laughed, mocking the nun’s aloof expression.  “Don’t you think they’d have gone to get 
  her by now?”  She turned to face the nun, locking the older woman’s gaze with her own intense stare.  “Even 
  though they hate her?”
  The nun, who was obviously offended by Liberty’s outburst, tried to smile.
  “My dear child,” she said softly.  “I can assure you that no one here hates Sister Amanda.  We are, at times, 
  concerned by her actions…”
  “Like her helping us?” Staci chimed in, already tired of the nun’s condescending tone.
  Sister Anna turned toward Staci.
  “Yes, child,” she smiled.  “That is one of our many concerns.  And, as she is now missing after having gone to 
  assist you…”
  “Oh, please,” Liberty hissed.  “You all have been after her since before she ever got mixed up with us… deny 
  it!”
  Sister Anna sighed, and turned away from them, walking back toward the building.
  “You obviously don’t want my help,” she called back over her shoulder as she disappeared through the door.
  “Well,” Josh grumbled, “that couldn’t have gone any worse.”
  Liberty looked over at him, a Cheshire cat grin spreading over her face.  “Wanna bet?”
  
  Modern Backdrops
  Page - 22
  Rio Hevrir 
  of his own parents at the hands of wild savages, the 
  impressionable Dylan forged the false connection to 
  the Indians in his mind and found a kindred spirit in 
  Isaiah.  As Dylan grew, Isaiah answered the questions 
  that plagued the boy’s mind, and, in the end, Dylan was 
  fascinated by the prospect of being an ultimate predator.  
  In 1849, the two men vanished and Dylan met the rest of 
  his extended family.
  Dylan’s statistical information is found later in this 
  section.
  Alexander Haley
  The only “accidental” member of Avaradda’s family, 
  Alex Haley has proven to be as vicious and terrifying 
  as the rest of the demons.  He was not Dylan’s intended 
  target, but found himself moving into action when 
  Dylan’s fangs threatened his twin sister, Liberty.  He 
  faced down Dylan – trying anything he could think of 
  to keep his sister from harm.  In the end, he offered 
  himself in her place.  Based purely on his courage, Dylan 
  accepted the offer, but continued working to devise a way 
  to get his fangs into Liberty.
  Elizabeth Halley
  A native of Rio Hevrir, Liz threw herself at Isaiah in 
  retaliation to JJ’s dominant personality.  She has proven a 
  useful tool when it comes to digging deep into the psyche 
  of JJ Dawson and his group of friends.  
  Nicolai Chekov
  Rather than return to Russia after the death of his host 
  family, Nicolai tried to sell the secrets of Rio Hevrir to 
  the government… but all he truly sold was his soul.  The 
  agents who arrived at his home to take the report and 
  the samples of “alien remains” he claimed to possess 
  reported to a power they placed far higher than the 
  government.  Avaradda was threatened by the boy’s 
  knowledge and willingness to sell it.  He was brought 
  into the tunnels and should have been food for his crush, 
  Liz.  Instead, he was turned by her.
  Detective Allen Cole 
  Previously Captain Cole of the Rio Hevrir Police 
  Department, Detective Cole was demoted on the grounds 
  of “questionable conduct.”  Chief Reynolds had seen 
  too many cases where Cole turned the other way at the 
  bidding of some other force, and Reynolds was tired of 
  seeing the town fall apart while the police did nothing.
  (More About) Captain Maria D’Mato
  Since Maria’s time in the military, she has been deeply 
  involved in the battle against darker forces than most 
  people recognize.  Department 7 made certain that her 
  first job out of the academy would be in Rio Hevrir: 
  too much happened there, after all, for the Department 
  to not have a presence.  She found, though, that the 
  Department did not have the ties it needed in Rio Hevrir, 
  and that many of her co-agents were actually under the 
  command of the local demons.  In 1995, she distanced 
  herself from the Department – effectively placing herself 
  on the list as a “rogue agent,” and contacted the people 
  in the area who could be trusted.  In 1996, she and Kevin 
  Mallory worked together to form Onyx – an underground 
  resistance group, dedicated to keeping people safe 
  by getting rid of the demons in whatever ways are 
  considered necessary.  She has been, since her arrival, 
  one of the few “honest” cops in Rio Hevrir, and has 
  finally lost her battle to stay at street-level.  Her recent 
  promotion, direct from Chief Reynolds, irritates Maria 
  and, to her mind, greatly decreases her “usefulness to the 
  cause.”
  Captain D’Mato’s statistical information is found later 
  in this section.
  (More About) JJ Dawson
  Good looking, popular, and smart; JJ Dawson was the 
  guy in school that everyone wanted to be.  But that life 
  changed, drastically, when the demons arrived at his 
  door one winter night.  He and his parents were attacked 
  by Dylan and a few others – all three of them falling 
  into the food category for the vampires… but JJ wasn’t 
  quite as dead as his parents.  He spent four months in the 
  hospital, trying to recover from the severe loss of blood.  
  The fact that he lived was a thorn in the side of the police 
  department, who would have a very hard time covering 
  up the story with a survivor around.  They began to 
  discreetly suggest that JJ was the actual killer… that he 
  had killed his parents, then tried to kill himself but failed.  
  The story was spread quickly throughout the department, 
  and it soon made its way back to JJ.  Sane, but angry, 
  he took the persona they had created and amplified it 
  – making “Crazy Dawson” the only person the police 
  ever dealt with.
  Liberty Haley
  In her native Seattle, Liberty was well-known, although 
  maybe not “popular” in the California sense of the word.  
  She and her twin brother Alex belonged to a dark and 
  sometimes forbidding sub-culture.  Her name was always 
  more well known than her face: a comic book artist with 
  an eye for detail and an intense grasp of the macabre and 
  bizarre, Liberty Haley was part of what passed for the in-
  crowd in their underground culture… whether she liked 
  it or not.  The new club on New Year’s was no big deal to 
  her; although the mysterious blonde, who had introduced 
  himself only as Dylan and handed her the tickets as he 
  smiled over her artwork made her head swim.  She only 
  remembered bits  and pieces of the night when the police 
  arrived, escorting her and a couple of other girls from 
  the bloodbath that had been a club early the night before.  
  Her twin brother, Alex, was listed among the missing.  
  She sealed herself up inside her art – creating pictures of 
  the things that she thought she remembered seeing.
  Staci Tran
  Visiting her uncle’s family in Rio Hevrir, Staci feels 
  plagued by the things she saw fleeing Dreamweavers 
  on Halloween.  She and a couple of other girls had 
  taken off, but returned just in time to interrupt the 
  demons’ escape.  Someone handed her a phone number 
  at school a few days later – telling her “he knew what 
  
  Modern Backdrops
  Page - 23
  Rio Hevrir
  happened on Halloween.”  She locked the number into 
  her phone, but never expected to use it.  This had been 
  the worst summer for Rio Hevrir for as along as Staci 
  could remember.  People were vanishing left and right 
  and some of the most wonderful people in town were 
  falling prey to the things there – but it wasn’t until she 
  and her cousin Nate witnessed his parents’ murder that 
  she snapped.  At some point, she placed a call to the 
  mysterious number, hoping that whoever it was might be 
  able to help her.  Once she got over the renewed shock, 
  she was able to set her sights on dealing with the demons.
  Joshua Forester
  The son of owner/developer Drake Forester, Josh has 
  found out a little more about his father’s business 
  deals than he cares to know.  Plucked from the crowd 
  at his father’s new club, Josh watched in horror as the 
  monsters his father worked for devoured the kids who 
  had appeared at the new club for the Halloween party.  
  The club, Dreamweavers, had been nothing more than a 
  feeding ground for the demons Drake Forester answered 
  to.  There was no reason for Josh to be in Rio Hevrir 
  – but a cryptic phone call from a classmate put him on 
  the road.  She said the demons were there, in Rio Hevrir, 
  and that she couldn’t face them alone.  Without really 
  knowing why, Josh was on the road.
  Nathan Tran
  Nate Tran refused to believe the strange stories that 
  plagued his home town.  It wasn’t until he watched one 
  of the beasts tear his mother apart – a beast that had just 
  been in the room with his older brother – that he began to 
  believe in the stories.  Still suffering a sort of shell-shock, 
  Nate is currently bouncing back and forth between his 
  home and the care of his uncle, Ken (Staci’s father).
  Maggie McCullogh
  Caught on the side of the road at the beginning of the 
  summer, Maggie waited hours for her father to return 
  to the broken car.  When he did not return, Maggie 
  wandered toward what she thought was a bonfire 
  – it turned out to be a huge party in the middle of Old 
  Town…  and there was a bonfire, with several present 
  trying to get people to set fire to some of the old 
  buildings.  Maggie found herself tied up with JJ and his 
  friends, hoping to find some sign of her father.  In spite of 
  her new friends’ advice, Maggie continues to hold onto 
  the hope that her father is still alive.
  Kevin Mallory
  When Kevin moved to Rio Hevrir with his mother in 
  1983, he already knew everything he needed to know 
  about the place.  He had grown up, after all, listening to 
  his father’s stories about the demons in old town that had 
  destroyed his friends.  His parents had prepared him for 
  what might happen should they ever return to David’s 
  hometown – but the reality of it still shocked the young 
  man when he and his mother arrived shortly after David’s 
  death.  After Sandra’s death in 1992, Kevin transformed 
  their simple book store into a base of operations for local 
  resistance groups.
  Kevin’s statistical information is found later in this 
  section.
  Patricia Mallory/Sister Amanda Catherine
  Taken from her family before her third birthday, Patricia 
  Mallory remembered nothing of her parents or her older 
  brother, Kevin.  She was passed through a number of 
  hands before being placed, ultimately, in the hands of a 
  catholic convent by members of the Conclavis Sentire 
  (more information on the Conclavis Sentire is found 
  later in this book).  Her identity as Patricia Mallory 
  was hidden from her and she became Sister Amanda 
  Catherine.  It wasn’t until the death of her mentor and 
  her assignment to Rio Hevrir (through strings pulled by 
  the Conclavis Sentire) that she learned of her family’s 
  history.  Upon her arrival in Rio Hevrir, she was 
  contacted immediately by her brother, and since that 
  time, she has actively participated in resistance efforts.  
  Her often-prophetic dreams informed her of the young 
  people who would come to her for aid, and when JJ and 
  his original crew appeared, she quickly became one of 
  their greatest allies.  Her involvement with the group, 
  however, has caused several problems between herself 
  and her superiors – both within the church and the 
  Conclavis Sentire.
  Patricia’s statistical information is found later in this 
  section.
  Chief Malcolm Reynolds
  Chief Reynolds has worked quietly over the years to 
  make Rio Hevrir a safer place to live.  Being one of 
  the very few city officials who is not under Aaron and 
  Avaradda’s direct control, Reynolds walks a very fine 
  line in order to do his job correctly and maintain the 
  appearance of cooperation.  His latest move toward 
  “cleaning up” Rio Hevrir was the demotion of Allen 
  Cole.  By promoting Maria D’Mato – and placing her in 
  Cole’s place – Reynolds is assured of a “good cop” in 
  direct control of the department.
  Places To Go
  Most of Rio Hevrir’s population spends their free time 
  trying to find ways out of the terrifying town.  Crime 
  rates soar and citizens are attacked in their homes, 
  making Rio Hevrir a place where very few residents 
  would like to remain.  In spite of the troubles, however, 
  there are a handful of places left in town for citizens to 
  spend money and pass the time.
  An all-ages nightclub that opened its doors in 1981, 
  The Blizzard became the place for kids and young adults 
  to spend their free time.  For the next twenty years, it was 
  considered a safe haven, and parents never worried when 
  their children were “headed to The Blizzard” for the 
  evening.  The club burned to the ground in June of 2002, 
  but the property was purchased soon after.  The new 
  owner, Forester Industries, has announced plans to build 
  another club on the site.
  On the other end of town, the last remaining city park 
  
  Modern Backdrops
  Page - 24
  Rio Hevrir 
  sits quietly across the highway from Old Town.  The 
  small, green plot of land in the extreme north-east, was 
  the site of several murders in the late 1990s.  City Park 
  remains open in spite of its grizzly recent past, and is a 
  daytime favorite.
  The ambitiously named Rio Hevrir Cinema Complex 
  is nothing more than a single screen, second-run movie 
  house.  The fact that it is still in business, with its 
  standard practice of screening only “feel good” films, is a 
  small business miracle.  
  Wilson’s San Soo is a fairly new addition to the town.  
  The Kung Fu studio quickly became a popular place 
  for young people to spend their time and many students 
  spend several hours a day in class.  The official theory 
  for the studio’s success is based on the “alleged mystique 
  of the martial arts,” but the director knows, from 
  conversations with his students, that their presence at the 
  school has much more to do with self-defense than the 
  authorities care to admit.
  Organizations
  To the untrained eye, St. Michael’s Cathedral is a typical 
  Catholic church complex.  It is home to several clergy 
  and houses a large sanctuary, three smaller buildings, 
  and several areas used for the storage of artifacts.  Most 
  items in storage at St. Michael’s are undocumented and 
  uncatalogued.  The only person in Rio Hevrir with a 
  complete knowledge of the items housed is St. Michael’s 
  is the newly assigned, Sister Amanda Catherine.  In 
  addition to the activities and small groups normally 
  associated with a Catholic church, St. Michael’s 
  maintains strong ties with the Vatican Special Interests 
  Unit and fragile relations with the Conclavis Sentire.
  High school kids tend to travel in packs, engaging in 
  mischievous behavior and enjoying life in spite of the 
  rules imposed on them by parents and school officials.  
  Some high school kids, however, seem to be called 
  to something more… kids like JJ Dawson and his 
  mismatched group of vigilante friends.  JJ, along with 
  Liberty Haley, Staci Tran, and Joshua Forester, have 
  become a very close-knit unit – working, each for their 
  own reasons, against the terrors that control Rio Hevrir.
  Nathan Tran, Staci’s cousin, and the stranded Maggie 
  McCullogh, also fight along side JJ, Liberty, Josh, 
  and Staci.  Due to their own personal circumstances, 
  however, they are not always in the same place as the 
  two couples.
  Lead by Maria D’Mato and Kevin Mallory, the 
  association known as Onyx is a local group working 
  toward the same goals as the Conclavis Sentire, the 
  Vatican Special Interests Unit, and Department 7.  
  Unlike the larger organizations, however, Onyx is 
  very individual, and its members jealously guard their 
  identities.  Agents often fear the existence of moles sent 
  in by Isaiah Jordan, and are careful to keep all of Onyx’s 
  delicate information from slipping into the hands of 
  the enemy.  Membership includes a few police officers 
  Conclavis Sentire
  In Vigilans Veritas (“Through watchfulness, truth”)
  Since before recorded history, soldiers of the Conclavis Sentire have stood as guardians against the darkness.  
  These men and women have historically been social outcasts – preferring their own secrecy to the complications 
  others might impose on their calling.  The Sentinels, as they are known, are selected because of their 
  extraordinary gifts, spirited away to secluded areas around the world and trained in forms of ancient magic and 
  modern warfare. Sentinel candidates with strong religious backgrounds are also taught to curry divine powers in 
  order to serve the Conclave’s needs.
  Training normally takes several years, during which time the Sentinel is isolated from all that was a part of his 
  or her past.  Training consists of an excruciating regimen of physical exercise, martial arts, weapons use and care, 
  critical thinking, identification and methods for conquering targets, and magical theory and practice. 
  Sentinel candidates are not always informed of their selection, and are often trained while under the impression 
  that their life is being designed for some other purpose.  This is particularly true of candidates who are strongly 
  connected to the divine.
  Sentinels are assigned as the Conclave chooses, and according to their particular strengths.  
  Each assignment is unique, and it is not unusual for multiple Sentinels to be assigned to one location, 
  individual, or group.  It is, however, uncommon that multiple Sentinels will work together on any given issue.  
  Without clear instruction from the Conclave to attempt to work as a unit, the Sentinels will jealously guard their 
  secrets, as they have been taught.  It is quite possible that multiple Sentinels in the same area will never know, for 
  certain, that he has another Sentinel just moments away.
  The Conclave is the ruling body of the organization, and is made up of the nine oldest living Sentinels.  These 
  men and women are the final word regarding a candidate’s selection, training and assignment.  These nine 
  individuals, who have devoted their lives to serving the Conclavis Sentire, are the Sentinel’s advocates against the 
  outside world, and will work to settle disputes, arrange assistance, and reassign Sentinels when their work is done.
  The Conclave also makes general decisions regarding the organization and works with its chosen advisors to 
  update the training curriculum.
  
  Modern Backdrops
  Page - 25
  Rio Hevrir
  (including D’Mato), some instructors 
  at the high school, a few doctors and other staff at the 
  hospital, and one member of the town council.  Sister 
  Amanda Catherine, upon her arrival in Rio Hevrir, 
  quickly joined the ranks of Onyx – much to the chagrin 
  of her superiors at St. Michael’s.  Between Amanda, 
  Kevin and Maria, Onyx has unofficially adopted JJ 
  and his friends, but the teens do not have any details 
  regarding the organization… or even substantial proof 
  that an organization exists.
  Official Reports
  Officially, there is a minor problem with crime in Rio 
  Hevrir.
  Officially, all the missing persons and murders are 
  actually not connected with the town.
  Officially, Rio Hevrir is a quiet community and a great 
  place to live.
  Officially, the government of Rio Hevrir answers to 
  Isaiah and performs exactly as they are instructed.  While 
  Isaiah is merely relaying Aaron’s orders, there are few 
  in town who remember Aaron in a hands-on command 
  position.  The police and town council continually turn 
  the other way: ignoring crimes, hushing up major issues, 
  and even going so far as to frame innocent individuals 
  for crimes that could not be covered up any other way.  
  Aaron, Isaiah, and their underlings control the town, and 
  officials are happy that way.
  Places of Power
  Old Town
  Many of the original Old Town buildings house entrances 
  to the underground network of tunnels used by the 
  vampires and the rats that make Rio Hevrir their home.
  In addition, the Old Town church harbors a terrible 
  force.  The demon, Avaradda, arrived in the area shortly 
  before any of the mortal settlers, choosing a home with 
  particular potential for supernatural power.  When Aaron 
  Jordan arrived, however, Avaradda’s plans began to 
  revolve around this new and unexpected resource.  The 
  demon recruited Aaron, who had already lived three 
  lifetimes as a vampire, to protect his new home.  In 
  return for power and wealth, Aaron was happy to oblige.  
  Old Town
  1. Highway 198
  2. A worn area used as a parking lot 
  by police
  3. Hunstel’s ranch house
  4. A small house
  5. The public stables
  6. The blacksmith’s shop
  7. The original post office
  8. A small house
  9. The general store
  10. The saloon and hotel
  11. The sheriff’s office and jail
  12. The school house
  13. The church
  Entrances to the underground 
  tunnel system are hidden within 
  the small house, the saloon, and the 
  church.
  
  Modern Backdrops
  Page - 26
  Rio Hevrir 
  The church is built directly above 
  Avaradda’s den, and the raw power 
  that is focused on his lair has kept the 
  building in excellent repair.
  The church is surrounded by a rickety 
  fence which surrounds the building and 
  its rather large grave yard. Entrances 
  to the underground tunnel system are 
  hidden within the small house, the 
  saloon, and the church.
  The Blizzard
  Strange things sometimes happened in 
  the backroom or outside in the alley, 
  but overall, The Blizzard seemed to 
  be a relatively safe haven in a town 
  plagued with violent and unspeakable 
  crimes.  In a town like Rio Hevrir, there is little chance to meet new people, but 
  there was always a possibility of seeing a completely different side of someone 
  you knew when you went to party at The Blizzard.  The club just had that sort of 
  effect on people.
  Isaiah and Dylan were regular customers at the club, with Alex joining 
  them early in 2002.  The vampires enjoyed the dark atmosphere and virtual 
  smorgasbord of willing prey.  After all, when someone left The Blizzard, it was 
  never against their will… it was simply the beginning of the next part of the night.
  The lot where The Blizzard was built had once been a small park, but after 
  several visitors were attacked by, what authorities claimed to be, coyotes, the land 
  was sold.  Cheap. 
  The new owner built the club, effectively blocking the entrance to the 
  underground lair of the rats.  When Isaiah and Dylan first arrived at the club, they 
  gave the owner little choice but to allow them complete control.  The entrance 
  to the rats’ lair was found and reopened, although its location remained hidden 
  within the walls.
  The Blizzard was torched by JJ and his original group early in the summer of 
  2002.  The property was purchased, almost immediately, by an out-of-town club 
  developer: Forester Industries.  The entrance to the underground tunnels is now 
  easily located by any who dare to enter the site, however, security within the 
  tunnel system is intense because of the entrance’s current state.
  The Blizzard
  Downstairs is dominated by a large 
  bar along one wall and the stage 
  and dancefloor located in the back 
  corner.  The kitchen, storage area, 
  and business office are located in 
  the back of the building.
  The upstairs is a balcony which 
  overlooks the dancefloor, but it is 
  only opened when the downstairs 
  area reaches guest capacity.
  
  Modern Backdrops
  Page - 27
  Rio Hevrir
  Rio Hevrir High School
  At the front of the high school campus, a statue of the 
  mascot – a dragon – stands watch over students.  First 
  appearing in 1925, the dragon statue was a masterpiece 
  of stone carving and the awe of many residents.  The 
  identity of the anonymous donor has never been 
  discovered, however the statue is replaced every few 
  years by another carving of the same dragon, only in a 
  slightly different pose.
  Opposite the dragon, sandwiching the modern campus, 
  is the “old building.”  The building rose, apparently out 
  of no where, in the early 1920s and was finally closed 
  and sealed in 1957.  There has never been an adequate 
  explanation for the sudden appearance of the facility, but 
  the struggling town has never questioned “gifts” like the 
  school.  After the building’s manifestation, an intense 
  inspection was conducted, and the building was certified 
  as safe for use.  Classes began the following week.
  Deep within the auditorium lies a complex network 
  of tunnels and trapdoor passages that lead into the 
  underground tunnel system.
  The Vocational Education Complex is a fairly new 
  addition to the campus.  These buildings house the new 
  automotive and machine shops, woodworking, ceramics, 
  and computer sciences work labs.
  The Arts and Theater building houses most of the fine 
  arts programs, and is home to the modern 
  campus auditorium.
  The stairs on the outside of the History and 
  Language building lead upstairs, to the Rio 
  Hevrir High School library.
  The large black square near the 
  administration building indicates the base of 
  the mascot statue.
  Rio Hevrir High School
  1. Football Field and Track
  2. Gym and locker rooms
  3. Vocational education area 
  4. The old building
  5. Arts and Theater
  6. Student Lawn
  7. Administration Building
  8. History and Language
  9. Science
  
  Modern Backdrops
  Page - 28
  Rio Hevrir 
  Things to See
  St. Michael’s Cathedral
  In addition to the beautiful art pieces within the 
  Cathedral, St. Michael’s “secondary storage attic” houses 
  a great many items which might be considered useful to 
  residents or adventurers who have entered into the battle.  
  The Vatican’s Special Interests Unit has always kept a 
  presence in places like Rio Hevrir – places where the so-
  called servants of their devil are active.  The secondary 
  storage attic is packed with items.  It is disorganized 
  and dusty and the only person who has any real idea of 
  its contents is Sister Amanda Catherine.  Specific items 
  inside the attic include: 
  • 
  Decanters of holy water.
  • 
  Several antique Bibles each of which possesses its 
  own unique history.
  • 
  Assorted crosses and other medallions.
  • 
  Holy weapons, Tomes detailing “demons” and other 
  creatures.
  • 
  Several small statues of various Saints.
  Yehling Books
  The inventory of the shop owned and operated by 
  Kevin Mallory, along with his own personal collection, 
  represent a vast amount of information for anyone 
  willing to take the time to do the research.  In towering 
  stacks that fill the shop as well as his loft apartment, the 
  books collected by Sandra Yehling and Kevin Mallory 
  are a vital source of information for Onyx.  The library 
  houses a great deal of information regarding the town and 
  its creatures.  Mallory also maintains a small collection 
  of weapons, but they are largely the property of Maria 
  D’Mato – housed with Mallory to avoid connections 
  between D’Mato and Onyx.
  High School Library
  The attic of the Rio Hevrir High School library has been 
  used as storage for the school since the old building was 
  Captain Maria D’Mato 8th Level (Dedicated 3/Tough 2/Soldier 3):  CR 8; Medium human; HD 5d10+3d6+24; 
  HP 70; Massive Damage 17; Init +1; Spd 30 ft.; Defense 20, Touch 17, Flat-Footed 19 (+6 class, +1 Dexterity, 
  +3 Equipment); BAB +5; Atk +8 melee (1d4+3 combat martial arts) +7 ranged (2d6+2 Beretta 92F); Full Atk 
  +8 melee (1d4+3 combat martial arts) +7 ranged (2d6+2 Beretta 92F); FS 5 ft by 5 ft; Reach 5 ft; SQ Remain 
  Conscious, Skill Emphasis (Intimidate), Faith, Weapon Focus (Beretta 92F), Weapon Specialization (Beretta 
  92F); AL; Occupation Military; Wealth +7; SV Fort +10 Ref +4 Will +5; AP 4; Rep +7; Str 17, Dex 13, Con 17, 
  Int 14, Wis 14, Cha 16.
  Skills: Climb +5, Computer Use +3, Concentration +5, Demolitions +6, Diplomacy +5, Disable Device +3, 
  Disguise +4, Gather Information +5, Intimidate +9, Investigate +5, Jump +4, Knowledge (Arcane Lore) +3, 
  Knowledge (Behavioral Sciences) +3, Knowledge (Civics) +3, Knowledge (Current Events) +4, Knowledge 
  (Streetwise) +4, Knowledge (Tactics) +5, Knowledge (Theology and Philosophy) +3, Listen +6, Research +4, 
  Search +4, Spot +7.
  Feats: Simple Weapon Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Brawl, 
  Armor Proficiency (light), Improved Brawl, Combat Martial Arts.
  Possessions: Knife, Metal baton, Beretta 92F, Undercover Vest, Pepper spray, Uniform, Briefcase, Camera: 
  Digital, Cell phone, Digital audio recorder, Modem: Cellular, PDA, Walkie-talkie: Professional, Night vision 
  goggles, Duct tape, Fake ID, Handcuffs: Steel, Lock release gun, Flashlight: Penlight, Holster: Concealed carry.
  Stored: Brass knuckles, Stun gun, (12 x)Smoke grenade, (12 x)Tear gas grenade, (5 x)Fatigues, (5 x)Outfit: 
  Casual, (11 x)Uniform, Aluminum travel case (10 lb.), Range pack: Standard, Computer: Notebook, Lineman’s 
  buttset, Tap detector, Telephone tap: Line tap, Telephone tap: Line tap, Telephone tap: Receiver tap, Telephone 
  tap: Receiver tap, Telephone tap: Telephone line tracer, Telephone tap: Telephone line tracer, Bolt cutter, Car 
  opening kit, Demolitions kit, (4 x)Duct tape, Fake ID, Fake ID. 
  Isaiah Jordan 10th Level Vampire (Charismatic 4/Fast 2/Smart 4):  CR 12; Medium undead; HD 10d12; HP 
  90; Massive Damage -; Init +9; Spd 30 ft.; Defense 27, Touch 27, Flat-Footed 22 (+6 class, +5 Dexterity, +6 
  Natural); BAB +5; Atk +11 melee (1d6+6 slam+ energy drain); Full Atk +11 melee (1d6+6 slam+ energy drain) 
  +11 melee (1d4 con Blood Drain); FS 5 ft by 5 ft; Reach 5 ft; SQ Charm, Coordinate, Savant (Decipher Script), 
  Exploit Weakness, Evasion, Blood Drain, Create Spawn, Domination, Energy Drain, Alternate Form, Fast Healing 
  5, Gaseous Form, Cold Resistance 20, Electricity Resistance 20, Spider Climb, Turn Resistance, Darkvision; AL 
  chaos, evil; Occupation Academic; Wealth +3; SV Fort +6, Ref +10, Will +6; AP 5; Rep +5; Str 23, Dex 21, Con 
  0, Int 20, Wis 16, Cha 22.
  Skills: Bluff +14, Decipher Script +10, Demolitions +6, Hide +13, Listen +11, Move Silently +13, Search +14, 
  Sense Motive +11, Spot +11.
  Feats: Simple Weapon Proficiency, Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning 
  Reflexes.
  Special: Vampiric Weaknesses: Direct Sunlight, Garlic, Holy Symbol, Inviolate Sanctuary, Mirror, Running 
  Water, Wooden Stake.
  
  Modern Backdrops
  Page - 29
  Rio Hevrir
  sealed in 1957.  Most of what is stored in the attic was 
  actually salvaged from the old building shortly before it 
  was closed.  Items in the attic include:
  • 
  A small collection of antique school furniture.
  • 
  A collection of various textbooks, dating from the 
  late 1920s to early 1950s.
  • 
  A collection of European history books apparently 
  published in the very early 1900s.
  • 
  Several pens that appear to have been dipped in 
  blood, rather than ink.
  • 
  A remarkably preserved black coat (circa 1925) with 
  the initials “DH” embroidered in the lining.
  • 
  A small box containing a collection of faculty 
  photographs (circa 1940).
  The Charm
  Aaron Jordan possesses a medallion that was a gift to 
  him from Avaradda.  The exact properties of the piece 
  are unknown, as both beings guard its secrets jealously.  
  A small amount of information has been collected 
  regarding the necklace, however.  The charm is believed 
  to protect the bearer, a vampire, from the harmful effects 
  of sunlight, holy water, and holy symbols of all sorts.  It 
  is rumored to protect the bearer from turning/rebuking 
  attempts, and offers him the ability to shrug off vast 
  amounts of physical damage.
  Game information about the charm is found later in 
  this section.
  Supernatural Residents
  Avaradda
  The demon creature who ultimately controls the town, 
  Avaradda’s den is directly below the church in Old Town.  
  The creature thrives on blood and chaos and takes great 
  joy in destroying the lives of mortals.  He is known 
  to bore into people’s minds, and the closer they are in 
  proximity to the church, the more powerful his control of 
  them becomes. 
  Dylan Harland 9th Level Vampire (Charismatic 3/Fast 3/Tough 3):  CR 11; Medium undead; HD 9d12; HP 
  78; Massive Damage -; Init +9; Spd 30 ft.; Defense 28, Touch 28, Flat-Footed 23 (+7 class, +5 Dexterity, +6 
  Natural); BAB +5; Atk +10 melee (1d6+5 slam+ energy drain) +10 melee (1d4 con Blood Drain); Full Atk +10 
  melee (1d6+5 slam+ energy drain) +10 melee (1d4 con Blood Drain); FS 5 ft by 5 ft; Reach 5 ft; SQ Charm, 
  Coordinate, Evasion, Uncanny Dodge 1, Blood Drain, Create Spawn, Domination, Energy Drain, Alternate Form, 
  Fast Healing 5, Gaseous Form, Cold Resistance 20, Electricity Resistance 20, Spider Climb, Turn Resistance, 
  Darkvision; AL chaos, evil, Isaiah Jordan; Occupation Rural; Wealth +9; SV Fort +9, Ref +12, Will +5; AP 4; Rep 
  +4; Str 21, Dex 20, Con 0, Int 12, Wis 12, Cha 20.
  Skills: Bluff +17, Concentration +6, Hide +13, Intimidate +15, Listen +17, Move Silently +17, Sense Motive 
  +10, Spot +15, Survival +12. 
  Feats: Simple Weapon Proficiency, Archaic Weapon Proficiency, Alertness, Ambidexterity, Blind-Fight, 
  Lightning Reflexes, Power Attack, Brawl (from occupation), Combat Reflexes, Dodge, Improved Initiative.
  Special: Vampiric Weaknesses: Direct Sunlight, Garlic, Holy Symbol, Inviolate Sanctuary, Mirror, Running 
  Water, Wooden Stake.
  Kevin Mallory 8th Level (Dedicated 3/Smart 5):  CR 8; Medium humanoid; HD 8d6; HP 30; Massive Damage 
  11; Init +0; Spd 30 ft.; Defense 14, Touch 14, Flat-Footed 14 (+4 class); BAB +4; Atk +4 melee (1d3 nonlethal, 
  unarmed strike); Full Atk +4 melee (1d3 nonlethal, unarmed strike); FS 5 ft by 5 ft; Reach 5 ft; SQ Skill Emphasis 
  (Knowledge Theology and Philosophy), Faith, Savant (Knowledge Arcane Lore), Savant (Decipher Script), 
  Savant (Investigate); AL; Occupation Academic; Wealth +8; SV Fort +3, Ref +2, Will +10; AP 4; Rep +3; Str 15, 
  Dex 10, Con 11, Int 18, Wis 16, Cha 15.
  Skills: Computer Use +12, Decipher Script +19, Knowledge (Arcane Lore) +22, Knowledge (Behavioral 
  Sciences) +15, Knowledge (Theology and Philosophy) +20, Knowledge (history) +15, Listen +8, Research +17, 
  Spot +8, Treat Injury +8, Investigate +20, Forgery +14, Search +14, Craft (electronic) +7.
  Feats: Simple Weapon Proficiency, Educated (Knowledge Arcane Lore, Knowledge Theology and Philosophy), 
  Iron Will, Meticulous, Studious.
  Patricia Malory 11th Level (Dedicated 3/Fast 2/Acolyte 6):  CR 11; Medium humanoid; HD 3d6+8d8+22; HP 
  66; Massive Damage 14; Init +3; Spd 30 ft.; Defense 22, Touch 22, Flat-Footed 19 (+9 class, +3 Dexterity); BAB 
  +7; Atk +8 melee (1d8+1 longsword); Full Atk +8/+3 melee (1d8+1 longsword); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  Skill Emphasis (Knowledge Theology and Philosophy), Faith, Evasion, Divine Skills, Turn/Rebuke Undead, 
  Spontaneous Casting, Combat Casting; AL Kevin Mallory, Onyx, Good; Occupation Religious; Wealth +5; SV 
  Fort +9, Ref +8, Will +13; AP 5; Rep +4; Str 12 Dex 16 Con 14 Int 16 Wis 18 Cha 14.
  Skills:  Knowledge (theology and philosophy) +21, Listen +16, Sense Motive +16, Treat Injury +18, Craft 
  (pharmaceutical) +10, Knowledge (Arcane Lore) +10, Knowledge (Streetwise) +10, Read/Write Latin, Read/
  Write Hebrew, Hide +10, Move Silently +10, Concentration +11, Spellcraft +12.
  Feats: Simple Weapon proficiency, Archaic Weapon Proficiency, Stealthy, Educated (Theology and Philosophy, 
  Arcane Lore), Medical Expert, Surgery, Combat Expertise, Iron Will.
  Possessions: Holy Symbol, Longsword.
  
  Modern Backdrops
  Page - 30
  Rio Hevrir 
  Avaradda enlisted the loyalty of Aaron Jordan shortly 
  after his arrival in the arid wasteland.  Aaron had been 
  called to the area by the same intense power that had 
  drawn Avaradda to the place that would be known as Rio 
  Hevrir – a nexus of magical and supernatural power lines 
  that caused a virtual explosion of energies.
  Mortals who have been drawn to Avaradda will move 
  toward the church unless they are stopped.  If they reach 
  the church, they will sit in the church for several hours 
  but will eventually find their way into the den below.
  Game information about Avaradda is found later in this 
  section.
  The Dragon
  The stone dragon mascot of Rio Hevrir High School is 
  actually a magical construct, placed near a lesser power 
  center found on the school grounds.  Avaradda felt that 
  area, for whatever reason, warranted its own guardian, 
  and created the high school mascot “statue” to watch 
  over his interests.
  Game information about the dragon is found later in 
  this section.
  Vampires
  The main plague facing the citizens of Rio Hevrir is the 
  high concentration of vampires that have been lured to 
  the town by the unusual configuration of energies.
  The oldest of Rio Hevrir’s vampires, Aaron Jordan 
  tends to stay underground – near or around his master’s 
  den.  His appearance in town is a sure sign that very 
  serious things are happening.
  Aaron’s original protégé, Isaiah, is more likely to be 
  seen “on the town.”  A striking contrast to his old-world 
  sire, Isaiah has embraced the modern era, finding the 
  nightclubs a virtual smorgasbord of willing converts and 
  meals, and recognizing the “rebellious youth” subculture 
  as easy prey.
  Even more “public” than his sire and mentor Isaiah, 
  Dylan Harland is often mistaken as the ruler of the 
  vampire population in Rio Hevrir.  Dylan, like his mortal 
  Avaradda 16th Level (Smart 3/Strong 3/Mage 10):  CR 18; Medium fiend; HD 13d6+3d8+32; HP 95; Massive 
  Damage 14; Init +8; Spd 30 ft.; Defense, Touch, Flat-Footed (+9 natural, +8 class, +4 dexterity); BAB +9/+4; 
  Atk; Full Atk; FS 5 ft by 5 ft; Reach 5 ft; SQ Savant (Knowledge Arcane Lore), Plan, Melee Smash, Improved 
  Melee Smash, Arcane Skills, Summon Familiar, Scribe Scroll, Brew Potion, Scribe Tattoo, Spell Mastery, Combat 
  Casting, Spell Mastery, Maximize Spell; AL evil; Occupation Academic; Wealth +10; SV Fort +6, Ref +11, Will 
  +13; AP 8; Rep +1; Str 12, Dex 18, Con 14, Int 18, Wis 12, Cha 14.
  Skills:  Craft (chemical) +20, Decipher Script +20, Knowledge (Arcane Lore) +20, Research +20, Knowledge 
  (History) +10, Knowledge (tactics) +13, Repair +13, Search +10, Forgery +10, Knowledge (Behavioral Sciences) 
  +10, Computer Use +20, Knowledge (Theology and Philosophy) +10, Knowledge (Current Events) +23, 
  Knowledge (Streetwise) +10, Climb +7, Concentration +15, Spellcraft +17, Investigate +17, Craft (Writing) +10, 
  Craft (Pharmaceutical) +9.
  Feats: Simple Weapon proficiency, Educated (Arcane Lore, History), Archaic Weapon proficiency, Combat 
  Expertise, Improved Initiative, Low Profile, Heroic Surge, Improved Disarm, Power Attack, Iron Will, Lightning 
  Reflexes, Personal Firearms Proficiency.
  Stone Dragon:  CR 7; Huge Construct; HD 8d10+40; HP 105; Massive Damage -; Init -2; Spd 40 ft.; Defense 22, 
  Touch 22, Flat-Footed 22 (-2 Size, -2 Dex, +16 Natural); BAB +7; Atk +16 melee (1d6+9 bite); Full Atk +16/+11/
  +11 melee (1d6+9 bite, and 2d4+9 claw x2); FS 10 ft by 20 ft; Reach 10 ft; SQ Darkvision 60 ft., Construct; AL 
  Avaradda; SV Fort +3, Ref +3, Will +3; AP 0; Rep 0; Str 28, Dex 6, Con -, Int -, Wis -, Cha -.
  The dragon is aware that its purpose is to protect Avaradda and his interests.  Anything that is deemed a threat 
  to the area or its creator, according to the conditions given to the creature by its creator, is seen as hostile and 
  attacked.
  father, is a consummate hunter, and enjoys the sport 
  of hunting his prey even more than he does actually 
  consuming them.  He is obsessed with Liberty Haley, 
  whom he sees as his perfect match.  She has, thus far, 
  remained the ultimate in elusive prey – her continual 
  escape and evasion only causing him to strengthen his 
  resolve.
  Liberty’s twin brother, Alex, however, is intensely 
  loyal to Dylan.  Sacrificing himself in order to save 
  his sister, Alex became one of Dylan’s most willing 
  and able tools in his pursuit of the girl.  Alex has been 
  instrumental in many of Dylan’s plans, and is especially 
  concerned with assisting Dylan in Liberty’s capture and 
  conversion.
  Headstrong and resentful of JJ’s dominating 
  personality, Elizabeth Halley threw herself at Isaiah 
  on more than one occasion, finally being rewarded 
  with conversion.  Because she is still very young, as a 
  vampire, she has been instructed to remain underground 
  for the time being.  Her stand, in life, as a friend to JJ, 
  Liberty, and the others, has made Liz a valuable addition 
  to the ranks of the Rio Hevrir’s underground army.
  A Russian exchange student who became mixed up 
  with JJ and company due to his obsession with Liz, 
  Nicolai Chekov attempted to secure his citizenship when 
  his host family was slaughtered, but instead, ended up 
  being brought down into the underworld to serve as food 
  for his beloved.  Having been converted by her, he is 
  even more loyal than he had been in life, and can always 
  be found at her side.
  
  Modern Backdrops
  Page - 31
  Rio Hevrir
  The Rats
  Slowly mutated by the powers that permeate the area, 
  a colony of rats in the southern-most end of town have 
  been transformed into a larger, more aggressive, and 
  more intelligent species.  Their home is in a network 
  of caverns, which lie beneath the land where Forester 
  Industries plans to build its new all-ages nightclub.
  Game information on the rats is found later in this 
  section.
  Rio Hevrir’s Dark Secrets
  Aaron Jordan’s Public Face
  Aaron Jordan’s body, while still perfectly preserved, is 
  only a part-time host to his own demonic spirit.  Nearly 
  half of the time that anyone is dealing with Aaron, 
  they are actually dealing with Avaradda.  The demon’s 
  physical form is quite weak, and it does not trust its 
  underlings not to take advantage of its weakness.  The 
  displacement takes place at Avaradda’s will, and what 
  remains of Aaron is held in stasis within the demon’s 
  shell.  It was Avaradda who adopted Isaiah, informing 
  Aaron of his new role as an afterthought.  Isaiah has 
  never known of Avaradda’s controlling of Aaron’s body, 
  and considers his sire’s different personalities as little 
  more than mood swings.
  Government Control
  Every government office in Rio Hevrir answers to either 
  Aaron or Isaiah.  They perform according to the whims 
  of the vampire aristocracy, and officials do all they can in 
  order to keep the vampires protected from outside forces.
  Aaron’s amulet
  The amulet given to Aaron Jordan in return for his service was created by Avaradda in order to, specifically, 
  create a more immortal vampire. The amulet provides the wearer, a vampire, the following:
  Protection from Sunlight:  A vampire wearing the amulet suffers greatly decreased damage from direct 
  sunlight.  Sunlight deals only 1 point of damage for every 3 rounds of exposure, and a vampire in direct sunlight 
  for 1 full minute (10 rounds) must succeed at a Fortitude save (DC 15) or be consumed by fire and destroyed.
  Protection from Holiness:  The amulet cancels the attack penalty against creatures wearing or brandishing 
  their holy symbols.  It also grants a 50% chance (per attack) that that the symbol’s touch attack will lose its holy 
  effects, therefore causing little or no damage.
  Running Water:  A vampire wearing the amulet is not subject to the negative effects of running water.  He may 
  cross it at will and does not suffer damage from immersion.
  Alternate Allegiances:  In order to retain the loyalty of the vampire to whom he gives such extraordinary 
  powers, Avaradda demands total allegiance.  All other allegiances of the character are superceded by their 
  allegiance to Avaradda.
  The amulet also works as a sort of “homing device.”  The demon has the ability to pinpoint its location (and 
  thus, its bearer) anywhere on Earth.
  The amulet does not protect against garlic, mirrors, or wooden stakes, and does not negate the vampire’s need 
  for an invitation to a private residence.
  The amulet has a hardness of 15 and 35 hit points. Type: Wondrous Item (magic); Caster Level: 10th; Purchase 
  DC: 38; Weight: --.
  Isaiah’s Plans
  Isaiah believes that his sire thinks on too small a level.  
  Rio Hevrir is limited in its population and opportunities, 
  and so Isaiah has branched out – creating his own 
  further-reaching network of servants.  He has designed 
  his network to create a plethora of opportunities for those 
  loyal to him, and with servants like Drake Forester and 
  Cicili Tran answering directly to Isaiah, the possibilities 
  are nearly endless.
  Plot Hooks
  Level I
  Horse Feathers
  The PCs are hired to investigate a string of thefts at the 
  Hunstel Ranch. 
  GM Notes: 
  At the GM’s discretion, the thefts may be mundane 
  – motivated by the incredible market value of Hunstel 
  horses, or they may be of a more bizarre nature.
  Closed Books
  Researching the history of a fairly young town like 
  Rio Hevrir should be simple, but the PCs are met with 
  opposition from every corner wherever they turn.
  GM Notes: 
  Research is impeded by every possible official.  
  Ultimately, the blame lies in the city’s attempts to 
  protect Aaron and Isaiah, but the PCs may never 
  learn of this aspect.  PCs will be forced to break into 
  restricted areas and engage in possibly criminal acts in 
  order to accomplish their research.
  
  Modern Backdrops
  Page - 32
  Rio Hevrir 
  Level II
  Rat Hole
  The PCs are or know someone who witnessed or was 
  involved in an attack by the town’s overgrown rats.  
  Because of the connection between the PCs and the 
  victim, the PCs are compelled to uncover and investigate 
  the rat hole.
  Boxed In
  Someone dear to the PCs has vanished and the police, as 
  usual, refuse to do anything about it.  It’s up the PCs to 
  find their lost loved one and their search leads them into 
  the maze of tunnels beneath the city.  They uncover more 
  than they bargained for, however, when they find their 
  friend.  The individual has been held captive – closed 
  up in a packing crate.  The room is filled with similar 
  boxes, and the vampires are irate that their lair has been 
  infiltrated, and their food supply tampered with.
  To add to the complications, the captive is likely to be 
  very different when the PCs arrive.  The vampires will 
  choose one of two versions of the captive’s treatment.
  The vampires may chose to convert the captive, 
  forcing the PCs to either kill their friend or find some 
  way to undo the conversion.
  They may, alternately, choose to torture their captive, 
  engaging in physical, mental, and emotional abuse 
  in order to examine the human’s reactions to specific 
  events.  Because of a vampire’s heightened senses, 
  they are particularly amused by causing fear, pain, and 
  anxiety in their human captives – each emotion creating a 
  slightly different “flavor” in their prey.
  Level III
  Hypnotized
  One (or more) of the PCs becomes mesmerized by 
  Avaradda.  Once in the demon’s control, the character 
  desires nothing more than to find his/her way into its 
  den.  If the PC is able to escape their companions and get 
  to the Old Town church, (s)he will sit in the pews or on 
  the floor for several hours before realizing that there is 
  an entrance to the den hidden in a false wall behind the 
  pulpit.
  The PCs will, hopefully, attempt to keep their friend 
  from wandering off.  A severe shock – a slap, a kiss, a 
  bucket of water – will likely interrupt the hypnotism.  If 
  the PCs are unable or unwilling to stop the mesmerized 
  individual, they will ultimately follow them into 
  Avaradda’s den.
  Avaradda chooses those it mesmerizes based on 
  its own set of criteria.  The other PCs, however, are 
  intruders… and intruders are food…
  Special Delivery
  Allen Cole, previously a police captain, was demoted for 
  his involvement in “questionable activities,” according 
  to Chief Malcolm Reynolds.  Reynolds suspected Cole’s 
  involvement in a number of illegal ventures, but never 
  came close to uncovering the morbid truth regarding 
  Cole’s extracurricular activities.
  Through a network of informants, Cole had spent 
  several years securing a supply line that fed into Rio 
  Hevrir – but it didn’t run drugs or weapons or any of the 
  normal contraband suspected in south-central California.  
  Cole was smuggling human beings – individuals who, 
  somehow, got involved with the wrong people and were 
  smuggled out of their homes and into the darkness of a 
  far more sinister underworld. 
  While a few of the people smuggled out of less than 
  desirable situations were transported through Rio Hevrir 
  and into new lives, the majority end up stocked up in the 
  tunnels under the town.
  The PCs, through some turn of events, stumble onto 
  Cole’s secret operation, and their choices are limited.
  GM Notes: 
  If they attempt to go to the authorities, they will meet 
  strong resistance and professed disbelief.  Their reports 
  will be officially ignored, and they will likely meet 
  with some other, more drastic, resistance after the sun 
  sets.  Their only other options are to walk away from 
  the situation or try to put an end to it themselves.
  
  Modern Backdrops
  Page - 33
  Schaddo Creek
  Schaddo Creek
  Schaddo Creek is a cute little logging town.  Some of the 
  locals are a bit rough around the edges, but what else can 
  you expect?  All the stories about weird shit are just lines 
  for the tourists.  The only thing weird about the town is 
  how the company itself manages to stay so far above the 
  rest of the industry.
  What Every School Kid Knows
  Schaddo Creek is a logging town that 
  outgrew its utilitarian status to become a 
  major economic center.  In addition to the 
  town’s 15,000 residents, the Meschaddo 
  family has always maintained residence in 
  Schaddo Creek, and they are very active 
  members of the community.
  The town is extremely well-maintained. A 
  few larger apartment houses have sprung up, 
  as they are extremely popular with seasonal 
  employees, but most of the town’s population 
  lives in small homes built on the land as 
  it was originally cleared by the company.  
  Many families live in the house that their 
  fathers and grandfathers built while they 
  were working for the Meschaddos.  Since 
  the town was founded as a company town, 
  and the Meschaddo Company is known for 
  having a very low employee turnover, the 
  community is closely knit and neighbors 
  are more than happy to help each other 
  out for the good of the town.  Because the 
  families have been entrenched in the area 
  so long, young people are starting to look to 
  neighboring communities for love interests.
  The majority of Schaddo Creek’s 
  population is made up of logging families 
  – most of whom have been in the area since the town 
  was founded as a company camp.  Nearly the entire 
  community is white, and racism is widespread in 
  Schaddo Creek and other nearby communities.
  Rumors
  The remains of the old sawmill are haunted.  Strange 
  sights and sounds plague the building at all hours of the 
  day and night, frightening away anyone who comes near.   
  The woods around Schaddo Creek are home to at least 
  one bigfoot creature.  The creatures have been sighted 
  multiple times and there is a collection of the standard, 
  questionable sorts of evidence supporting the existence 
  of a creature of this sort in the area.
  The Meschaddo family has some sort of supernatural 
  powers.  No one really knows anything about the source 
  of their power or what they’re truly capable of, but 
  look at the incredible success of their company, their 
  incredibly long or short life spans, and the general 
  secrecy of the family.  Many “religious types” believe 
  that Daniel sold his soul – and the souls of his family line 
  – to insure the success of his company, but no one knows 
  for certain. 
  There is a large marijuana farm hidden in the 
  woods near the old sawmill.
  There is a regional legend that tells of a band 
  of native warriors who vanished during a 
  battle.  It is said that they appear, in times of 
  deep sorrow and disturbance, to battle the dark 
  forces that bring about the terrors suffered by 
  the people.
  Daniel is still alive, and secluded in his old 
  house.
  Important People
  Kevin & Tiffany Anders
  Kevin Anders never wanted to be a politician 
  – his life was turned upside down when he was 
  elected through a city-wide write-in campaign.  
  As a retired supervisor for the company, Kevin 
  became extremely popular with the men he 
  watched over.  He and his wife, Tiffany, never 
  had any children, and there are several younger 
  men in town who think of Kevin and Tiffany 
  as a sort-of surrogate family.
  GM Notes
  Protecting the company is a fairly simple task, and Saw Mill Sabotage 
  should be considered for characters of 2nd through 4th level.
  For residents, or those with some familiarity with survival, Lost In The 
  Woods (level I version) should be a fairly simple ordeal, and suitable 
  for characters between 3rd and 5th level.  This is easily altered by adding 
  supernatural resistance to the search.
  Ghosts of the Old Saw Mill is suitable for characters between 3rd and 5th 
  level.  If the characters have proven themselves to be the type to interfere 
  with things on a regular basis, this situation might best be delayed until 
  they have reached 5th level.
  The Return of Daniel Meschaddo is suitable for characters of 2nd to 4th 
  level.  You may choose to have Meshcaddo be more elusive in order to 
  raise the difficulty level.
  Because of the endless possibilities involved in this plot, Adam’s Legacy 
  should not be considered until the characters are, at least, 4th level.  It 
  should also be handled carefully for characters with allegiances that could 
  interfere with the plans of the thing in the woods.  Characters with such 
  allegiances should not cancel the option of using this story, and will add to 
  the flavor when the thing begins to make demands.
  Dealing with the thing in the woods is a difficult task, and characters 
  should be at least 4th level before attempting to interact with the creature.  
  Altering the nature of the thing’s demanded sacrifice is a simple and 
  effective way to change the suitable character level.
  
  Modern Backdrops
  Page - 34
  Schaddo Creek
  GM Notes: 
  The Anders’ are easily accessible and willing to 
  discuss the town with anyone who asks.  Their 
  knowledge, however, is limited to mundane events and 
  explanations of about the last sixty years.
  Trevor Dane
  The principal of Memorial High, Dane has spent the last 
  several years trying to rebuild both the school’s structures 
  and its reputation.  He is a simple man, unmarried, with 
  no plans for a family.  He is not the town’s ideal choice 
  for a school official, but he was the only one who would 
  actually take the job in the wake of Cramer’s crimes.
  GM Notes: 
  Dane knows very little about the town and considers 
  himself too busy with rebuilding the school to take 
  time for social calls.
  Meschaddo family 
  Members of the Meschaddo family tend to split into 
  factions – their only shared concern being the balance 
  of their bank accounts.  The youngest of the adult 
  generation is less splintered, but their solidarity is fused 
  around Wendy’s children.  Busybodies allege that the 
  children are abused, and their seclusion is either the 
  cause of it, or Wendy’s means of hiding it.
  Other Information
  Literally everything in Schaddo Creek depends on 
  logging.  The Company, as it is called in town, is the 
  life blood of the economy, responsible for the greatest 
  revenue and the source of over three quarters of the jobs 
  in the town.  Without The Company, Schaddo Creek 
  would be a ghost town.
  Community Events
  As the tourist season begins, and schools are preparing 
  to break for the summer, Lumberjack Days comes to 
  Schaddo Creek.
  Held throughout the first full week of May, the modern 
  tourist attraction began its life as a time to refresh skills 
  for the upcoming long work hours.  It was part work, 
  part competition, and part social 
  – and it became one of the most 
  important events for the town.
  The Lumberjack Days 
  celebration has never been 
  cancelled or postponed for any 
  reason.
  The summer is a busy time 
  for The Company, and few 
  events are scheduled.  
  The annual Christmas Parade 
  takes place on the first Saturday 
  of December each year.  The 
  parade route begins at The 
  Schaddo Creek Inn and winds 
  through town, ending with the 
  lighting of the community’s tree 
  on the Meschaddo estate.  
  Children pick gifts from 
  below the tree and their parents 
  are given candy canes wrapped 
  in $50 bills and gift certificates 
  worth $200-$300 at local shops 
  and markets.  All gifts for 
  this event are provided by the 
  Meschaddo family.
  Time Line of Important Events
  1850 – Twenty-year-old Daniel Meschaddo settles in 
  what will eventually become Meschaddo’s Creek.
  1852 – Daniel enters the logging industry.  Funding 
  comes from undisclosed sources.  Meschaddo’s Creek 
  grows from a single home to a quickly-constructed 
  logging town.
  “What’s the story on this place?” Staci asked, looking up and down what she 
  assumed was the main street.
  “I don’t know, sweetie,” Josh laughed.  “It looks kind of… of I don’t know… 
  quaint.”
  Staci scoffed.  “Rio is quaint, dear.  This place is… just…”
  “Lived in?” Liberty supplied.  “Industrial?  It’s a freakin’ logging town, 
  Staci!  You know… where people work?”
  “Now, now, girls,” JJ interrupted, his tone teasing while his eyes remained 
  cold and serious.  “We’re here to pick up this thing for Kevin… and we might 
  be able to find some information about Amanda.  So… chill!”
  Liberty harrumphed and Staci pouted, but the girls stopped bickering, 
  which was the important part. 
  Something about this place made the hairs on the back of JJ’s neck stand 
  on end.  He didn’t know what it was, but there was something here that was 
  just… wrong.  It was obvious to JJ that Josh felt it too.  Even though he stood 
  there calmly, Josh’s eyes darted up and down the street.
  He definitely felt it, too.  Whatever it was.
  They walked up the Rockwellesque street to the entrance of the Cross Street 
  Gallery.  The walls were hung with black and white photos of the town, its 
  people, and the surrounding woodland.
  Seated at a small table, was the woman they were obviously looking for.
  They approached her, but she was the first to speak.
  “You must be Mr. Mallory’s friends,” she said sweetly, motioning toward 
  the chairs around the table.
  “Are we that obvious, Ms. Jackson?” Liberty quipped.
  “Only because no one native to this town walks up to this table unless Matt 
  is here,” the woman laughed.  “Please sit down,” she invited lightly.  “And 
  call me Tiffany.  Matt should be here…” she glanced at her watch.  “Any 
  minute now…”
  
  Modern Backdrops
  Page - 35
  Schaddo Creek
  1857 – Meschaddo Lumber profits surpass all other 
  local companies.
  1858 – Daniel marries Christina Hallstone
  1859 – The chapel built by a missionary trying to bring 
  religion to the town burns mysteriously.
  1860 – Michael Meschaddo is born - Christina dies in 
  childbirth
  1862 – Daniel marries Shanna Kennesy.  Meschaddo’s 
  Creek is established and recognized by the territory.
  1863 – Kenneth Meschaddo is born
  1865 – Matthew Meschaddo is born
  1867 – Violet Meschaddo is born – Shanna dies in 
  childbirth
  1868 – Daniel marries Maggie Reynolds
  1869 – David Meschaddo is born
  1870 – Nicholas and Rita Meschaddo are born
  1872 – The name of Meschaddo’s Creek is shortened, 
  by usage, to Schaddo’s Creek.  New maps printed this 
  year use the Schaddo’s Creek name for the region.
  1873 – Daniel vanishes into the woods near the 
  sawmill.  This information is found easiest when moving 
  backward through the timeline.  In order for this date to 
  be discovered, a successful Research check (DC 25) is 
  required.
  1874 – Michael marries Cynthia Rogers
  1878 – Kenneth marries Tina McIntyre
  1879 – Maggie hangs herself in the sawmill.  It is 
  rumored that she was pregnant, even though her husband 
  had been missing for six years.
  1880 – Daniel returns, walking out of the woods as 
  if he had been gone for only minutes, rather than years.  
  Shortly after Daniels’ return, Matthew is found in one 
  of the creeks on the Meschaddo’s property.  He has been 
  shot in the head.
  1881 – Violet gives birth to a son.  The child is ill and 
  dies before he is a few days old.  No one will answer any 
  questions regarding the father.  (Knowledge (History) DC 
  25 or Research DC 20)
  1883 – Cynthia is found, beaten to death, in another of 
  the property’s creeks.
  1884 – Violet gives birth to another son: Adam 
  Meschaddo.  Like the other child, no one will answer 
  questions regarding the father.
  1885 – Tina hangs herself in the bedroom of her 
  and Kenneth’s home – which is on the property, but is 
  somewhat removed from the main house and business 
  structures.  A few months later, Nicholas and Rita are 
  found slaughtered in the sawmill.
  1886 – Daniel arranges a duel that leaves Michael dead 
  and Kenneth unable to walk.  In the wake of this tragedy, 
  Violet and her infant son move to Kenneth’s home to care 
  for him.
  1887 – David moves into Kenneth’s home to assist in 
  his care.
  1890 – Daniel marries Vera McIntyre – the younger 
  sister of his deceased daughter-in-law Tina.
  1891 – Kenneth is murdered in his bed.  Violet and 
  David have alibis, but are still suspect.
  1892 – Vera gives birth to Cassidy.
  1893 – Violet and David are found dead in their home.  
  Adam is brought to live with Daniel, Vera and Cassidy.
  1896 – Twelve year old Adam is named as Daniel’s 
  heir.
  1900 – Common usage changes the name of Schaddo’s 
  Creek to Schaddo Creek through census record.
  1922 – Vera dies under “mysterious circumstances.”  
  No records of Vera’s cause of death are found in any 
  sources.  Daniel marries Cassandra Mitchum, who gives 
  birth to a stillborn son.
  1925 – Cassidy marries Alexander Chase and quietly 
  relocates to Sacramento, CA
  1926 – Adam marries Michelle Sanders.  Michelle 
  gives birth to Daniel Jordan Meschaddo.
  1928 – Michelle gives birth to Michael David 
  Meschaddo
  1929 – Kristen Callahan, the unwed daughter of one of 
  the company employees, gives birth to a son, Alexander
  1930 – Michelle gives birth to Christopher Kenneth 
  Meschaddo
  1931 – Kristen Callahan gives birth to a daughter, 
  Lily.  Within weeks, Michelle dies giving birth to Adam 
  Michael Meschaddo.  Adam marries Kristen Callahan 
  soon after.
  1932 – Kristen gives birth to a son, David
  1935 – Kristen is murdered by her father in what can 
  only be described as a bizarre case.  Matthew Callahan is 
  found guilty of murder and hung.
  1940 – Adam vanishes into the woods.  Daniel Jordan 
  is named his heir – and, Daniels’ heir, if Adam does not 
  return.
  1945 – Daniel Jordan is killed in an auto accident.
  1946 – Michael David marries Sylvia Andresen
  1947 – Michael takes control of the company from 
  Daniel and consolidates its interests.  The company 
  rushes past all competitors, taking the lead in output, 
  customer satisfaction, technology and profit.  To 
  complete the joys in his life, Sylvia gives birth to 
  Michael Jr.
  1948 – Daniel retreats into a small house on the 
  property and becomes a recluse.
  1949 – Sylvia gives birth to Skyler
  1950 – Alexander marries Kelly McIntyre
  1951 – Sylvia gives birth to Jennifer.  Christopher 
  marries Eloisa Rainer   Lily marries Kenneth Baxter
  1952 – Kelly gives birth to Richard.  Lily relocates 
  to New York City and ceases communication with the 
  family. 
  1953 – Sylvia gives birth to Matthew.  Eloisa gives 
  birth to Edward
  1955 – Sylvia gives birth to Wendy.
  1957 – Sylvia gives birth to Caleb.  The company 
  begins to lose money.  Michael visits Daniel and goes 
  directly to the old saw mill.  He is gone for three days, 
  but as he returns, the stock soars and the company rises 
  back to the top of the industry.  
  
  Modern Backdrops
  Page - 36
  Schaddo Creek
  GM Notes: 
  The company’s turn-around in 1957 is well 
  documented, but Michael’s visit with Daniel and 
  three days in the woods are listed only in family 
  records.  It is virtually impossible to discover this bit of 
  information, as the only people who would know are 
  members of the Meschaddo family or their staff who 
  may have been around.  It is highly unlikely, however, 
  that the information will come from either of these 
  sources.
  1960 – The Schaddo Creek Inn is opened just 
  outside of town.  It is purely a tourist attraction – part 
  luxury hotel and part history lesson.  Large amounts of 
  money and several items are donated to the inn by the 
  Meschaddo family.
  1961 – The owners of The Schaddo Creek Inn make a 
  deal to reroute an unused section of train track and use a 
  refitted steam engine to act as a shuttle between the three 
  nearest cities and Schaddo Creek.  Funding from the 
  railroad stops suddenly and the project is abandoned.
  1965 – Michael Jr. is made a partner in the company 
  – his 18th birthday gift from his father.
  1966 – Alexander, Christopher and Adam – along with 
  their families – are killed in a train wreck.
  1967 – Michael Jr. marries Elizabeth Cartwright
  1969 – Matthew, Wendy and Caleb are each given 
  stock in the company for their birthdays.  Michael and 
  Michael Jr. keep controlling interest between the two of 
  them.  Elizabeth gives birth to Michael III
  1970 – Michael spends the month of June with his 
  father in seclusion. 
  1971 – Elizabeth gives birth to Kennedy
  1972 – Matthew moves Tiffany Jackson into his 
  apartment in town.  Wendy convinces Tiffany to let 
  Kevin Turner move into the spare room in the apartment.  
  Wendy begins to spend most of her time at the apartment.  
  This series of events is considered a local disaster and 
  just about everyone has an opinion on the matter.
  1973 – Elizabeth gives birth to Diana.
  1974 – Daniel commits suicide.
  1975 – Wendy vanishes.  During 
  the first two years of her absence, 
  many highly-publicized attempts 
  are made (by Kevin) to find her.
  1977 – Kevin commits suicide.
  1978 – Schaddo Creek High 
  School burns to the ground.  
  Suspect teacher, Nicholas Cramer, 
  vanishes from town.  
  1980 – Caleb leaves Schaddo 
  Creek to attend Harvard.
  1982 – Elizabeth catches a flu 
  that quickly turns into pneumonia
  1984 – Elizabeth dies
  1985 – Wendy returns.  She 
  appears not to have aged.
  1987 – Caleb returns to 
  Schaddo Creek with a MBA.  He 
  talks Wendy and Matthew into 
  consolidating their interest in 
  the company.  Through shrewd 
  dealings, Caleb is able to take 
  control of the company by year’s 
  end.  The single family hostile 
  takeover is highly publicized in the 
  business world.
  1990 – Wendy vanishes for 
  two weeks in late January.  Her 
  disappearance is undocumented 
  and cannot be discovered unless 
  Wendy, Matthew or Tiffany gives 
  out the information.  In October, 
  she gives birth to a boy and names 
  him Daniel.  She will not give 
  anyone any information about the 
  boy’s father.
  1991 – Wendy vanishes for two weeks in mid June, 
  leaving Daniel with Matthew and Tiffany.
  1992 – Wendy gives birth to a daughter she names 
  Cherokee in March.
  1995 – Rumors about the paternity of Wendy’s 
  children lead her to move them into Daniel’s old house 
  on the property.  She resists any outside contact and only 
  allows Matthew, Tiffany and Caleb any access to her or 
  her children.
  “I didn’t think this town was capable of…”
  “Come on, babe,” Josh interrupted Staci before she made another 
  insulting remark about the small logging town.  “You know that if Liberty 
  hears you say this stuff it’s just going to cause another fight between the 
  two of you.”
  Staci sighed, pouting as the four were lead to their table.  “You’re 
  probably right,” she mumbled.  “I just hope they don’t embarrass us too 
  badly.”
  Josh laughed and patted her hand reassuringly.  “It won’t be any worse 
  than Liberty’s birthday,” he teased.
  Staci glared at him as one of the waiters held her chair.  “One of these 
  days,” she hissed.
  JJ looked around the dining room, taking special note of the decorations.  
  A couple of huge saws hung on the walls, along with huge portraits of 
  people and landscape paintings of the surrounding woods.  By the time the 
  young men had returned with their menus, he had taken stock of the entire 
  contents of the room.
  A young waitress skittered over to the table, obviously nervous.  
  “You’ve been ordered drinks,” she said quietly, her eyes looking more at 
  the table than any of them.  “What can I bring you?”
  “And who may we thank for this generosity?” Josh asked the girl 
  quickly, hoping to avoid any social disaster by beating JJ and Liberty to 
  the request for information.
  The girl continued to look down, her fingers tapping nervously on the 
  back of her order pad.  
  “Mr. Meschaddo, sir,” she replied shakily.
  Josh nodded and ordered drinks for Staci and himself and nodded 
  toward JJ to follow suit.
  When the girl had left, Josh looked around the dining room.  A younger 
  man in an expensive suit raised his glass when Josh’s eyes met his.
  “Mr. Meschaddo, I presume,” Josh said quietly, keeping eye contact 
  long enough for the others to get a good look at the man. 
  
  Modern Backdrops
  Page - 37
  Schaddo Creek
  1998 – Caleb turns down a multi-billion dollar offer 
  made by an overseas conglomerate.  When asked why he 
  turned down a deal that could have set the family up for 
  several generations, his only justification was that he had 
  “knowledge of a personal nature relating to the disastrous 
  effects of such a venture at this time.”
  More Important People
  Michael David Meschaddo
  The family’s newest patriarch, having inherited the role 
  from his great-grandfather, is a far better businessman 
  than any of his predecessors.  After taking control of the 
  company, Michael was able to increase the business’ 
  worth exponentially – but the good fortune only lasted 
  so long.  In the end, he was forced to renew the family’s 
  contract with the thing in the woods.  He sees this course 
  of action as a personal failure, and now the business, 
  itself, is nothing more than a reminder of how he failed 
  his family.
  He remains in the CEO position of the company only 
  because Caleb, Matthew and Wendy have allowed him to 
  remain the figurehead of the organization.  
  Michael imagines himself far too busy to leave his 
  office and will not take the time out to discuss anything 
  with anyone.   
  Andrew Dixon
  The town’s very own nightmare, Andrew Dixon seems 
  to have nothing better to do with his time than get in 
  the way of the logging company’s daily operations.  
  He is responsible for the sabotage of equipment and 
  vehicles, organization of protests, and the importation of 
  several other “eco-terrorists” who find the Meschaddo 
  Company’s success distasteful at best.  He has been 
  linked to several accidents that have shut down 
  production for days at a time and, in spite of many 
  sympathizers to his cause, claims that he works alone and 
  under no one’s direction but that of “mother nature.” 
  GM Notes: 
  Dixon will cooperate freely with anyone who seems 
  to genuinely oppose the Meschaddo Company’s plans.  
  He has limited knowledge of the supernatural nature of 
  the surrounding area and a thorough knowledge of the 
  supernatural in general, but is unlikely to share such 
  information with those he feels he cannot trust. Dixon’s 
  statistical information is found later in this section.
  Mitch Kaine
  Believed to be the brains behind the bigfoot sightings in 
  Schaddo Creek, Mitch Kaine is rumored to be allied with 
  Andrew Dixon at some level.  He has reported the most 
  sightings of the local “bigfoot,” produced “evidence” 
  of the creature’s passage, and even photographed the 
  creature using a timed camera.
  GM Notes: 
  One of the Schaddo Creek bigfoot creatures is a hoax, 
  created by Mitch Kaine as a combination creative 
  outlet/psychology experiment.  Kaine is a genius, but 
  presents the façade of a very common and simple man.  
  Kaine’s masquerade is so complete that he would not 
  be considered as a source of information.
  Caleb Meschaddo
  Unlike the rest of the family, Caleb has not yet made a 
  deal with the thing in the woods to ensure his success 
  in life.  He left town, went to the university, and came 
  back with an intense personal power that no one could 
  adequately explain.  His own refusal to speak on the 
  matter does not clear the issue, and his siblings are 
  concerned that their family has now been allied with 
  something much worse than the thing in the woods that 
  gave them their fortune.
  GM Notes: 
  Caleb is a friendly man and is likely to discuss general 
  business and general local history with anyone who has 
  the nerve to approach him.  He is not, as he will tell 
  visitors, in the habit of discussion family information.  
  Michael David Meschaddo Jr.
  Michael Jr. is a violently competitive work-a-holic.  He 
  finds very little joy in his life, and spends as much time 
  as possible locked in a boardroom.  He is unfriendly, 
  short-tempered, and seems to feel that he is somehow 
  more important than the men and women who work for 
  his family’s company.
  Matthew Meschaddo
  Matthew is the complete opposite of his brother, Michael.  
  He has been termed the most careless and wild of the 
  Meschaddo family.  He is always friendly and cares 
  very deeply for his long-time girlfriend Tiffany Jackson.  
  He has become his younger sister’s champion against 
  the townsfolk, supporting Wendy’s mysterious life and 
  working to keep her in-touch with the “real world” even 
  though she has gone into a self-imposed seclusion.
  GM Notes: 
  Matthew is likely to avoid discussion of both family 
  issues and business.  He is a friendly man, however, 
  and enjoys the company of those who will remain 
  pleasant in spite of his relationship with Tiffany and his 
  family’s community status..  
  Tiffany Jackson
  Tiffany’s unpopularity began when she started seeing 
  Matthew.  Before she became connected to the most 
  powerful family in town, her slightly exotic appearance 
  was simply ignored by most; but as soon as their 
  relationship became public, people started talking about 
  
  Modern Backdrops
  Page - 38
  Schaddo Creek
  “that girl” and her dead mother’s cultural heritage.  She 
  has turned down Matthew’s proposals at least three times 
  – hoping to keep the unpleasantness of the openly racist 
  community to tolerable levels.
  GM Notes: 
  Tiffany is friendly, but cautious.  Because she is 
  considered ‘undesirable’ to most of  Matthew’s family 
  (and the rest of the town) she is likely to remain 
  somewhat guarded until she knows that the visitors do 
  not mean any harm.  She has a strong grasp of general 
  supernatural knowledge, and will discuss any issues as 
  long as they remain general..  
  Wendy Meschaddo
  Wendy’s turbulent life – strangely interrupted by 
  her ten-year disappearance – has left her confused 
  and cynical.  She has removed herself from society; 
  remaining in touch with the world through visits from 
  Matthew, Tiffany, & Caleb.  Tiffany acts as a tutor to 
  Wendy’s children, and brings them news of the outside 
  world, along with their lessons.  Rumors abound at the 
  children’s alleged mistreatment, but they have been seen 
  on outings with Tiffany, and they always appear happy 
  and well adjusted, in spite of the mysterious life their 
  mother leads.
  Alicia Meecham
  The newest in the Meecham line to run the bar, Alicia is 
  known as a fun-loving and happy woman.  She was born 
  and raised in Schaddo Creek, and has (what she calls) an 
  incurable case of community.  She is active in just about 
  everything that has to do with the town, even serving on 
  several of the education committees though she has no 
  children.  Meecham’s has been a favorite hangout since 
  it opened, and several of the customers have watched 
  Alicia grow up behind the bar.  She is friendly and 
  approachable, but she knows that her success depends 
  on the company, and won’t knowingly do anything that 
  might jeopardize the company’s success.
  GM Notes: 
  Alicia is an excellent source of local history and 
  rumors of all sorts.  Her job puts her in the role of 
  confidant to nearly everyone in town at one time or 
  another, and she is likely to know bits and pieces of the 
  strangest information in the area.  She may be willing 
  to discuss what she knows (Gather Information DC 
  15), but is likely to keep names and personal details out 
  of the conversation. 
  Evelyn Crawford
  Mrs. Crawford has been the sixth grade teacher at 
  Meschaddo Elementary School for twenty-seven 
  years.  She is dedicated and innovative, creating new 
  and exciting ways for the children to learn about who 
  they are, where they come from, and the world outside 
  Schaddo Creek.  Her latest plan, in place for the last three 
  years, involves a “work day” where students observe the 
  company in action.  Feedback for her new program has 
  been overwhelmingly positive, and she is popular with 
  parents, school officials, and company executives.
  Peter “Doc” Mitchum
  Mitchum is the high school history teacher in Schaddo 
  Creek.  He is a brilliant man – full of answers for any 
  question asked by his students.  He has a large number 
  of degrees, but prefers to teach at the high school level, 
  where “young minds are easily molded.”  His personal 
  life is very simple and he does not share details with 
  students.  Doc Mitchum served in the Army, worked for 
  the company for many years, and retired from his “real 
  job” to be a teacher.
  GM Notes: 
  Doc Mitchum is also an avid student of the occult 
  and is descended from the man who built the house 
  at 1752 Cross Street.  While in the Army, Mitchum 
  experimented a great deal with magic, but now refuses 
  to use it for any reason.  His reluctance is based on the 
  fear of attracting the attention of the thing in the woods 
  or the spirits which are held captive on Cross Street.
  Mitchum’s statistical information is found later in this 
  section..  
  Places To Go
  The Cross Street Gallery
  Schaddo Creek’s attempt at high society, the Cross Street 
  Gallery is at the corner of Cross and Main Streets.  Part 
  “fine photo” exhibit, part coffee house, Cross Street 
  Gallery is one of the quieter places to hang out.  Several 
  of the younger Meschaddos are shown in the photos, but 
  the only people associated with the family to be seen 
  there are Matthew and Tiffany.
  Meecham’s
  The oldest continuous business in Schaddo Creek 
  besides the company itself, Meecham’s is the local bar 
  & grill – with the emphasis on “bar.”  There are a couple 
  of pool tables in the back room, a dart board opposite 
  the big-screen TV and far more seats at the bar than 
  there are tables.  Just about everyone drifts into or out 
  of Meecham’s from time to time – even the illustrious 
  Meschaddo family… although they’re more likely to be 
  found in The Schaddo Creek Inn’s cocktail room.  When 
  “old man Meecham” first opened the bar, he was the first 
  employee of the company to retire.  He spent his life 
  savings building the bar, but it worked out well.  It paid 
  for itself in his lifetime and now, with his granddaughter 
  recently taking over the daily business for her father, it is 
  a goldmine for the Meecham family.
  
  Modern Backdrops
  Page - 39
  Schaddo Creek
  The Schaddo Creek Inn
  Built to cater to the growing tourist population in 
  the area, The Schaddo Creek Inn succeeds at being 
  a “society establishment” in a way the Cross Street 
  Gallery can only hope to one day achieve.  The Inn has 
  fifteen suites, a cocktail lounge, formal dining room and 
  a large ballroom.  The main lobby is one of the most 
  richly decorated rooms in town, put to shame only by 
  other rooms in the Inn and the estates of the Meschaddo 
  family.  The Schaddo Creek Inn is a great place to gather 
  information on the upper crust of society, assuming the 
  PCs are allowed inside.
  Treehouse Village
  Built on and around the stumps left by the company’s 
  first large cuttings, Treehouse Village is like a child’s 
  dream come true.  Of the seven buildings, five are 
  rentable cottages – each decorated in a different animal 
  motif (Wolf Cottage, Deer Cottage, Bear Cottage, Eagle 
  Cottage, Rabbit Cottage), one is a diner and the other 
  is the Village Hall – the office that handles the rentals, 
  among other things.  Treehouse Village is a favorite 
  place for visiting ecological-minded types to stay and the 
  restaurant is known to be frequented by Andrew Dixon, 
  the local self-proclaimed eco-terrorist.  
  The eco-centered clientele would likely seek lodging 
  elsewhere if the truth about Treehouse Village was ever 
  known.  The complex is, in fact, a child’s dream come 
  Meecham’s Bar & Grill
  The main doors at Meecham’s face Main Street.  As 
  one enters the bar, a large table sits in the corner to 
  the right.  Pool tables and darts to the left, with the 
  jukebox and restrooms in the back.
  The bar monopolizes the right wall, with Alicia’s 
  office in the back corner.
  
  Modern Backdrops
  Page - 40
  Schaddo Creek
  true.  Construction began as a birthday gift for Wendy 
  Meschaddo in 1965.  All profits from the Village 
  rentals have been going into one of her bank accounts 
  since the cottages began renting in 1968.
  Organizations
  Unlike other cities, there are no 
  separate organizations to speak 
  of in Schaddo Creek.  In the 
  tight-knit logging community, 
  nearly everyone is “company,” 
  and there is no room for 
  division.  Even at a young 
  age, children are taught that 
  dissention leads to disaster for 
  the entire community.
  Official Reports
  Rumors surround the town’s 
  powerful founding family, but 
  the town council is quick to 
  assure anyone who asks that it is 
  nothing other than jealousy that 
  spreads such ugly lies.  Schaddo 
  Creek seems to be a magnet 
  for nuts and hard-luck cases, 
  but it’s a nice town.  A family 
  town.  There is no evidence of 
  any of the outlandish rumors 
  you might have heard regarding 
  the Meschaddos, their land, or 
  company: just as there is no 
  evidence of foul play in the 
  company’s dealings, nor of the 
  alleged existence of a Bigfoot in the area.  Vicious lies 
  spread by idle tongues – nothing more.
  Schadoo Creek Inn
  Ground Floor
  1. The Dining Room
  2. Gift shop
  3. Redwood Room
  4. Sequoia Room
  5. Business Office
  6. Reservation Office
  7. Breakfast room
  8. Kitchen
  The grand staircase rises to 
  the second floor, splitting into 
  two ramps at the Grand Salon.  
  Elevators are located near the 
  staircase and in the kitchen – the 
  kitchen elevator is for service 
  only.
  Second Floor
  11 – 18 suites
  19 – The Balcony
  20 – Grand Salon
  
  Modern Backdrops
  Page - 41
  Schaddo Creek
  Places of Power
  The Old Mill
  The original sawmill built by Daniel 
  and his first crew, this building and 
  its immediate surrounding area are 
  a hotbed of paranormal activity.  
  Restless spirits and terrible deeds 
  have left their mark on the area and 
  even the most insensitive of visitors 
  is likely to feel, at the very least, 
  some terrible sense of pain and 
  dread.  Characters sensitive to the 
  supernatural may be able to sense 
  the individual spirits and/or deeds 
  that haunt the building and the land.  
  The thing in the woods frequents the 
  place, grasping out at those who are 
  foolish enough to venture into its 
  territory without friends or family 
  to keep them grounded.  Solitary 
  visitors to the site are particularly 
  vulnerable to the advances of the 
  thing in the woods, who attacks its 
  victim’s subconscious mind.  With 
  the proper preparations, a group of 
  visitors can deal with the thing in the 
  woods with a slim chance of success, 
  but the overwhelming negative 
  energy in the place works against them at every turn.
  The Schaddo Creek Inn basement
  When the developers arrived to begin building The 
  Schaddo Creek Inn, they uncovered something no one 
  was ever meant to disturb.  The natives of the area, 
  driven away long before Daniel arrived, confined what 
  they thought was the evil of the place into a large rock 
  and buried it deep in the earth.
  The rock, of course, does not contain the thing in 
  the woods, but it does contain a lesser creature of the 
  same nature.  This being was originally an underling 
  of the thing in the woods, and part of the thing’s anger 
  with the natives stemmed from their confinement of his 
  subordinate.  
  When the stone was uncovered, the spirit was given a 
  larger area in which to spend its confinement.  The stone 
  is part of the basement wall, and because of its placement 
  (and the terms of the spell confining it there) the spirit is 
  free to wander the basement of The Schaddo Creek Inn.  
  While the spirit itself is malevolent in nature, it has 
  little initiative; it will occasionally play pranks on 
  workers sent down to the basement for supplies or bottles 
  of wine, but it will not attack without direct orders from 
  the thing in the woods, who is unable to reach it through 
  the spells that keep it confined.  
  1752 Cross Street
  Three doors down from the Cross Street Gallery, the 
  house at 1752 is the only house in Schaddo Creek that 
  has not been occupied continually since it was built.  
  The last long-term occupants of 1752 were the family of 
  Kevin Turner.  
  Shortly after Kevin, the youngest son, committed 
  suicide, the other family members left town.
  Since that time, no single tenant has remained in 
  the house for more than three months.  They have all 
  complained of ghosts, poltergeist activity, and sounds 
  that cannot be explained.  The forces behind the activity 
  seem to be centered in the attic, although they are by no 
  means confined there.
  Those sensitive to such things will notice the presence 
  of several spirits, most of whom have no apparent reason 
  to be there (very deep investigation will explain their 
  presence, but to any cursory inspection, they are seen 
  merely as drifters).  
  Treehouse Village
  1. Village Hall
  2. Wolf Cottage
  3. Deer Cottage
  4. Bear Cottage
  5. Eagle Cottage
  6. Rabbit Cottage
  7. Village Eatery
  Visitors are asked to park their vehicles beyond 
  the Village Hall, in a designated parking 
  area, but allowances may be made by the 
  management.
  
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  Schaddo Creek
  GM Notes: 
  The spirits of 1752 Cross Street were called there 
  by the builder of the house, a man who was – in his 
  lifetime – deeply involved in the occult.  He never 
  explained his fascination, and many of the townsfolk 
  wrote him off as a throwback from the Spirituality 
  movement of the late 19th century.  He created a 
  magnet, of sorts, in the attic, where he could collect 
  restless spirits.  When he died, the magnet went 
  haywire.  The Turner family was able to keep it in 
  check due to the extremely high level of psychic 
  potential and power in the family..  
  Matthew’s Apartment
  The apartment shared by Matthew and Tiffany is one of 
  the four residences in the oldest apartment building in 
  town.  It had been empty for several years when Matthew 
  signed the lease in 1971, and the landlord was more than 
  happy to repaint, redecorate, and refurbish according to 
  Matthew’s desires.  
  It wasn’t until Tiffany moved into the apartment that 
  the landlord began to get nervous – Tiffany was not the 
  sort of woman a young Meschaddo should be involved 
  with… and everyone in town knew it.  In a desperate 
  attempt to remove himself from any connection to the 
  couple, the landlord sold the apartments to the owners of 
  The Schaddo Creek Inn and moved out of town.  
  Matthew moved completely into the apartment after 
  an argument with his father over his relationship with 
  Tiffany.  Weeks later, Kevin Turner (Wendy’s boyfriend) 
  moved into the spare room.
  After Wendy’s disappearance, Kevin fell into a deep 
  depression.  The longer he wallowed in depression, 
  the stranger the apartment seemed to become.  Tiffany 
  complained of strange happenings, noises, and seeing 
  things around the house.  Matthew claimed to never see 
  or hear anything, but it was obvious to Tiffany that he 
  was bothered as well.  After Kevin’s suicide, the strange 
  happenings faded, but did not cease.  
  Paranormal investigators have confirmed Tiffany’s 
  suspicions – that the odd occurrences that take 
  place in the apartment are a direct result of Kevin’s 
  subconscious still trying to deal with the pain of Wendy’s 
  abandonment.  Once this conclusion was reached, Tiffany 
  was able to reason with Kevin’s restless spirit, and all but 
  the most benign of occurrences ceased completely.  
  Due to Kevin’s inherent psychic power, however, the 
  apartment still has one of the strongest concentrations of 
  paranormal energy in town.
  Things to See
  The Schaddo Creek Inn
  To fulfill its role as a “living history lesson,” the Schaddo 
  Creek Inn has solicited donations from several of the 
  town’s oldest families.  Many of these items could draw a 
  small fortune in any antiques market.  Some of the items 
  on display within the Schaddo Creek Inn are:
  • 
  Daniel and Christina’s wedding crystal.
  • 
  Christina’s wedding gown.
  • 
  A collection of portraits and photographs donated by 
  the Meschaddo family.
  • 
  Several saws and axes from the early days of the 
  company.
  • 
  Meecham’s first empty whiskey bottle.
  The Cross Street Gallery
  Attempting to live up to its competition, The Cross Street 
  Gallery chooses to display a huge collection of black 
  and white “photoart” pieces.  Pieces of particular interest 
  include:
  A panoramic collection of photos taken at various 
  times during Wendy’s long disappearance.  Although she 
  had not been seen for some time, and no one remembers 
  her presence, she is pictured in many of the photos.
  A series of “ghost pictures” taken at the old mill by a 
  team of paranormal photographers.  Most of the photos 
  display nothing more than abnormal glares and streaks 
  of light, but one photo shows a number of unidentifiable 
  figures standing in the shadows.
  The last known picture of Daniel.  It was taken by 
  Wendy, with her new camera, at her birthday party 
  in 1963.  The label under the photo reads that it is 
  “allegedly a photograph of the late Daniel Meschaddo” 
  but goes on to argue that the man in the picture cannot 
  possibly be the same Daniel Meschaddo that founded the 
  town.  The card accuses the anonymous donor of having 
  “confused this much younger relative with the town’s 
  founder.”
  Supernatural Residents
  Daniel Meschaddo
  The old man still haunts both his house and the old saw 
  mill.  He is in the process of driving Wendy mad and 
  trying to get her two children to kill her.  He is angry 
  with her because she made the same deal he did, and has, 
  thus far, been able to keep her children.  She was not 
  stuck getting married to someone they commanded her to 
  in order to have what she wanted… all she had to do was 
  have the children.
  The Thing In The Woods:  
  An abandoned native spirit, this being specializes in 
  giving people exactly what they want… for a price.  
  Usually, the creature wants blood, but sometimes, 
  it would rather have a family held in its claws for 
  generations at a time.  
  Daniel, Violet, Michael and Wendy have all been the 
  pawns of the thing in the woods – selling their own flesh 
  and blood to it in exchange for power and money.  Caleb 
  is the next Meschaddo on its list.
  Violet and Wendy both gave birth to their children at 
  the bidding of the creature… having sex with whatever 
  man the creature provided… or changed itself into.  
  Adam (Violet’s son) and Daniel (Wendy’s son) are 
  both the children of men provided by the beast – Adam 
  
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  Schaddo Creek
  is actually the son of Mitchell Davis, one of the company 
  men of the era:  Daniel is the son of Andrew McIntyre 
  (another relation of the McIntyre’s already tied into the 
  Meschaddo family)…  neither man has any accurate 
  recollection of the time in question and both confessed 
  to their wives at some point of having “wild fantasies 
  about an affair with the Meschaddo girl,” which always 
  ended in a violently passionate sex romp in the woods.  
  The creature was able to cloud the minds of all family 
  members, so that the men’s families never realized they 
  were gone, and thus the “fantasy” excuse was easy to 
  cultivate.  
  Cherokee, on the other hand, is the daughter of the 
  creature itself.  When Wendy returned to the woods the 
  second time, the creature found her offer too good to 
  pass up.  It changed itself into the image of her long-dead 
  lover Kevin and for the next two weeks, Wendy was lost 
  in a sea of memories and didn’t even bother to notice 
  most of the terrible things the creature did to her.  When 
  she returned from the woods, pregnant with Cherokee, 
  she had been beaten terribly and was weakened by 
  starvation and dehydration.  Tiffany nursed her quietly 
  back to health.
  Game information on the thing in the woods is found 
  later in this section.
  Bigfoot
  In addition to Mitch Kaine’s experiment, there are several 
  creatures whose presence in the woods fuel the bigfoot 
  myth.  A colony of hulking, fur-covered beasts makes its 
  home in a group of abandoned shacks dating back to the 
  early days of the company.  The creatures have repaired 
  the original buildings and set up a series of defenses to 
  keep hikers from intruding in their homes, but they have 
  been spotted on occasion in spite of their efforts.  
  GM Notes: 
  The creatures who have assumed control of the 
  abandoned buildings are a clan of bugbears.  They are 
  not particularly interested in the residents of Schaddo 
  Creek, although they occasionally will find someone 
  willing to run assorted errands.  As long as they are 
  left alone, the clan is relatively harmless, but they are 
  fiercely protective of their homes and are known to 
  behave erratically.
  Schaddo Creek’s Dark Secrets
  The Thing In The Woods
  The thing in the woods is one of the town’s most well-
  kept secrets.  The identity of the thing is known only to 
  the members of the Meschaddo family that have entered 
  into deals with it.  To many of the town’s residents, the 
  thing in the woods is nothing more than a shiver that runs 
  down their spine as they drive past certain areas.  
  The thing in the woods was once a fairly benevolent 
  being – coexisting with the natives in a delicate harmony.  
  One winter, for reasons known only to the tribal elders, 
  the decision was made to discontinue the tribute they had 
  paid to the thing in the woods.  Things went downhill 
  very quickly from that point forward.  The thing in the 
  woods gathered subordinate creatures under it and drove 
  off the natives in its rage.  
  When that battle was over, the thing was alone for 
  many years.  
  It was so lonely by the time that Daniel Meschaddo 
  stumbled into its territory, that it had no intention of 
  harming him.  He was, after all, the first company the 
  thing had entertained in nearly a hundred years – and he 
  was not one of them.  But the anger the thing held still 
  managed to manifest itself in subtle ways and its evil 
  continued to grow even though it had made a friend in 
  Daniel Meschaddo.  
  One of the first tributes demanded of Daniel was the 
  life of a young lumberjack – Daniel resisted for some 
  time, but the promise of money and power was too great.  
  In the end, he managed to keep the man out in the woods 
  after the others had headed into the bunkhouses.  The 
  man was never seen again, and the cycle was begun.  The 
  thing continually made demands of Daniel and he always 
  delivered – even when the demands were for the lives of 
  his own children.  
  It was not until the thing demanded that Violet be 
  brought to it alive that Daniel knew that the thing desired 
  anything but death.  After Adam’s birth, Daniel decided 
  that it would be best not to hide the secret of the thing for 
  too long – he would share it with whoever was to take his 
  place within the company.  This was the only sure way 
  to provide for his family.  The thing continues its control 
  over the family to this day, with Caleb, Wendy and 
  Cherokee as its current pawns.  
  GM Notes: 
  The thing has little use for anyone outside the 
  Meschaddo family at this point – all it sees outside 
  that bloodline is food.  It is possible to have intricate 
  dealings with the thing in the woods by having one of 
  the PCs distantly related to the family (the sisters who 
  have married and left town would be prime candidates 
  for this) – the connection need not be known to the 
  character… the thing can smell the Meschaddo blood 
  – no matter how thin.  PCs may also be illegitimate 
  offspring of Meschaddo men (or the offspring of those 
  offspring), who are notorious for their extra-marital 
  relationships. 
  Adam’s Scandalous Lifestyle
  When Michelle Sanders married Adam Meschaddo, she 
  had heard of the strange circumstances surrounding his 
  birth, the oddities of his mother and her family…but she 
  could not imagine that the marriage would end up being 
  such a nightmare.  Adam’s short temper and violent 
  outbursts made life nearly unbearable for the young 
  bride.  
  Within the first year of their marriage, Adam 
  
  Modern Backdrops
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  Schaddo Creek
  announced to her that he would be adding another 
  woman to their household.  Before their first child was 
  born, Adam had moved three women into the house.  
  They lived in the servants quarters, but were expected to 
  do nothing more than satisfy his personal needs.  During 
  the later stages of her pregnancy, when she had finally 
  become heartbroken enough to complain, Adam had tied 
  her to a chair and been so brutal to his mistress that the 
  servant had ended up dead.  Adam blamed this death on 
  Michelle and swore his revenge upon her once the child 
  was born.  Michelle was beaten nightly and tied to a chair 
  to watch Adam enjoy the other girls until her body had 
  healed from childbirth.  She was used until she became 
  pregnant again and then the routine of her being tied to 
  the chair began once more.  
  It was during this time that Adam began his affair with 
  Kristen Callahan as well.  Her father begged her to call 
  off the sinful affair, but Adam gently reminded Matthew 
  that his job depended entirely on Adam’s mood.  As long 
  as Kristen made him happy, Adam told her father, the 
  man would have a job.  Kristen and Adam always met in 
  secret – in the sawmill – after the workers had gone and 
  after he had tortured Michelle for the evening.  
  When Michelle was pregnant with her fourth child, 
  Adam decided he was done torturing her.  She had served 
  her purpose, he reasoned to Kristen one night.  The next 
  day, Kristen arrived at the house, allegedly to assist in the 
  delivery of the child.  
  Two of the other girls Adam kept were midwives, and 
  when Michelle was in labor, everyone was shut out but 
  the two girls, Adam and Kristen.  When the child was 
  born, Adam and Kristen were the only two people in the 
  room left alive.  
  GM Notes: 
  Adam and Kristen had sex in front of the delivering 
  Michelle as Adam’s final act of torture.  Michelle 
  went mad and was restrained so that she did not 
  harm the child.  When the child was born, Kristen 
  took him from the midwife and acted as wet nurse, 
  watching the horror on Michelle’s face with a twisted 
  sort of contentment as Adam had sex with one of 
  the midwives and choked the life from Michelle’s 
  weakened body.  While the child imprinted Kristen as 
  his mother, Adam had his way with the other girl and 
  then killed the two midwives.  
  Kristen’s only condition when it came to his 
  mistresses was that the girls were to kill any children 
  that came about… and if they did not, that the girls 
  themselves be killed.  Adam quickly agreed to her 
  terms and they were married two days after Michelle’s 
  funeral.  
  The Scandals Surrounding Wendy, Kevin, 
  Tiffany & Matthew
  Tiffany is considered an undesirable in town.  
  Matthew, unlike the rest of the town, does not care that 
  she is not “white,” and he has thus been all but disowned 
  by most of the older members of his family.  He leased 
  the apartment to have a place where he and Tiffany could 
  live together in peace.  
  Wendy talked them into letting Kevin move into the 
  apartment as well, since Kevin’s family did not approve 
  of his spending time with “that rich girl.”  In less than 
  two months, the quiet apartment developed a constant 
  rhythm – with one couple or another involved in their 
  own lewd acts.  
  While it was not unheard of, it was still frowned upon 
  by the old-fashioned logging town, and Wendy began to 
  tire of the constant whispers.  One night, she decided that 
  it was time to give them something to talk about.  
  Matthew was away from the apartment, and Wendy 
  went to Tiffany and asked her to join in with her and 
  Kevin.  Tiffany, knowing that Matthew did not care who 
  she slept with, as long as she was available when he 
  wanted her, quickly agreed and followed Wendy.  She 
  expected to be lead to Kevin’s room, but Wendy led her, 
  instead, out onto the balcony.  Tiffany hesitated briefly, 
  but decided that if she was to be accused of it, she may as 
  well be guilty of it.  
  Matthew came home in the midst of the show, and 
  watched, intrigued, with the crowd that had gathered on 
  the street below.  
  Another night saw Tiffany, Matthew and Kevin 
  out on the balcony, with Wendy watching, nude, and 
  masturbating in front of the huge picture window.  
  These two public displays were the only ones of their 
  kind, but the rumors continued – growing more and 
  more colorful the more time the four spent living in the 
  apartment.
  The Insanity Of Matthew Callahan’s Crime
  Three years after the birth of her only legitimate child, 
  Kristen Meschaddo was murdered by her father in what 
  could only be termed a “bizarre case.”  
  Matthew snuck into the house late at night, having 
  heard that his daughter was again expecting a child.  He 
  whispered to her as she slept – that he was sorry he let 
  her get stuck in this hell… that he had been a terrible 
  father and that now was the time to release her, before 
  anything got any worse.
  Adam happened to interrupt Matthew’s attack, but 
  Kristen was already dead.  Adam had Matthew arrested.  
  For three days, Adam stayed with Kristen’s dead body, 
  begging her to come back to life.  After the funeral, he 
  went to the jail to see Matthew.  After a three minute 
  visit with the man, Adam left the jail and called upon the 
  company lawyers.  
  Matthew didn’t stand a chance – and the fact that he 
  confessed to the killing didn’t help him any.
  The lawyers pushed for the death penalty and it 
  was granted.  Six months after he killed his daughter, 
  Matthew Callahan was hung.  
  
  Modern Backdrops
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  Schaddo Creek
  that was not tied up with school activities was spent 
  alone.  
  After the first play produced under his direction, the 
  whispers began.  According to the rumors, the cast party 
  at his house had ended as nothing more than an under-
  age orgy.  
  In spite of the rumors, because no students filed 
  complaints, there was no investigation and Mr. Cramer’s 
  integrity remained intact.  
  The next big fiasco came about three months later, 
  when two of the girls in the choir claimed that Mr. 
  Cramer had directed all the students to have sex while 
  he watched from his office.  The other students present, 
  however, claim that Mr. Cramer was not in his office, 
  and that the only reason the two girls were making 
  accusations was because while the other students 
  decided to have sex, they were excluded.  The girls were 
  disciplined for making false accusations.  
  After three years of Mr. Cramer’s fine arts curriculum, 
  an issue finally came to light that could not be 
  overlooked.  The beginning photography class that year 
  was made up entirely of girls.  One of the beginning 
  photography class’ field trips had always been out to the 
  old mill – it was a perfect study of lighting and a great 
  area for scenic photos.  Mr. Cramer’s field trips always 
  involved some sort of sexual escapade, and while the 
  administration claimed that they knew nothing of the 
  nature of his activities, it was very clear that they simply 
  chose to ignore them.  
  This particular field trip had the girls all naked, 
  dancing around in the old mill, exploring one another… 
  All while Mr. Cramer merrily snapped photos.  Before 
  long, the girls begged Mr. Cramer to join them.  He 
  stripped off his clothes as well, and laid down on the 
  floor for the girls to use him as they chose.  
  What Mr. Cramer and his class did not know was that 
  a wildlife photographer had been out in the woods that 
  day and managed to snap several photos of Mr. Cramer 
  and the girls, both while Mr. Cramer was photographing 
  the lesbian orgy and when he stripped off his clothes 
  and became their toy.  The photos found their way to the 
  administration office, with a very wordy letter regarding 
  the number of illegal acts that had been photographed at 
  this one time, and how many other copies of those photos 
  were in existence.  
  Mr. Cramer was asked, quietly, to leave.  He did, but 
  not before setting fire to his collection of film canisters 
  that was kept in the cabinet in the photography lab.  
  The fire spread quickly, catching chemicals in the 
  photo lab and the science building, until a large section 
  of the school had been burned – including the rooms 
  where the administration had told him the photos would 
  be stored.  
  Nicholas Cramer left town that night and was never 
  seen again.
  Plot Hooks
  Level I
  Saw Mill Sabotage
  The local eco-terrorist strikes again – this time 
  sabotaging new machinery at the sawmill.  The company 
  hires the PCs as security.  The machinery is repaired 
  without a hitch, but the company knows that the guy 
  doesn’t give up that easily.  He’ll be back.  Catch him 
  and turn him into the police.
  Lost In The Woods (Level I version)
  The ludicrous stories about the thing in the woods have 
  taken their toll.  Now there’s a crew of college kids 
  here, trying to capitalize on the recent success of The 
  Blair Witch Project movie by making their own “horror 
  documentary.”  
  The problem is, they’re city kids and they don’t have 
  the slightest clue how to survive in this terrain… or even 
  find their way around apparently.  The kids are lost, and 
  the PCs are drafted (or volunteer) to assist rescuers and 
  find the kids.
  On his way to the gallows, he told his side of the story 
  to anyone who would listen.  He said that Adam had 
  seduced Kristen in the sawmill one night when she was 
  very young.  He promised her riches and happiness and 
  love.  All she had to do was whatever he asked.  She had 
  not agreed, Matthew said, but Adam forced the issue and, 
  in the end, ruined her.  When Matthew found out about 
  the whole situation, he was livid.  He cornered Adam one 
  night after work and demanded that he cease the affair. 
  Adam, he claimed, laughed in his face.  ‘I own you,’ he 
  had told Matthew.  ‘I own her.  And I’ll do whatever the 
  hell I damn well please to her.’  Matthew moved to stand 
  in Adam’s way, but Adam only smiled.  ‘You have a 
  wife, don’t you Callahan?  And a couple other kids, don’t 
  you?  Little ones?’  Matthew knew that he could not win.  
  He only nodded weakly.  ‘Then you’d better think about 
  taking care of them, don’t you think?  It would be very 
  unfortunate to be out of work… and out of your home…
  when winter came, wouldn’t it?’  
  He continued on about how Adam had made him give 
  in on the whole thing… forced him to give his blessing at 
  their wedding…  He was still crying out about the evils 
  Adam had visited upon him and his family when the 
  trapdoor opened underneath his feet.  
  His neck broke immediately, but he somehow 
  remained conscious for several hours, yelling obscenities 
  to those who came to watch him die.  He yelled up to the 
  balcony of the courthouse, where Adam watched with 
  clenched fists, that it was Adam who had killed Kristen.  
  That Adam was to blame for the death of his beloved 
  daughter.  
  One of Adam’s mistresses, who had been a favorite of 
  Kristen’s, leapt to the gallows and pulled on Matthew’s 
  body with all her strength.  When she dropped to the 
  ground, the dead man was finally silenced.  
  Destruction of Evidence
  Nicholas Cramer came to town as a fine arts teacher for 
  Schaddo Creek High.  He was well educated and skilled 
  in visual arts as well as music, dance, and theater.  Time 
  
  Modern Backdrops
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  Schaddo Creek
  of these records.  There are too many inconsistencies 
  between the reports of people who were supposed to 
  be there and far too many possibilities for strange and 
  unexplainable occurrences where Daniel is concerned.  
  He has allegedly been sighted throughout the years 
  – walking through the woods late at night, watching over 
  the lumberyard when the company was facing hardship, 
  and pacing through the homes on the estate.  The PCs 
  could be hired by any number of people (depending on 
  the sighting chosen) to discover the truth behind the 
  appearances of the apparition.  
  GM Notes: 
  Daniel Meschaddo truly did kill himself, but his ghost 
  does haunt the places where he is seen.  The alternative 
  hook, of course, is that the PCs are in town as 
  paranormal investigators, actively seeking the ghost of 
  Daniel – who, upon deep investigation, will be found to 
  be a very bitter old man.  
  Level III
  Adam’s Legacy
  Adam Meschaddo had many affairs during his lifetime.  
  While the children of his wives were the only ones who 
  had any claim to the Meschaddo name, and thus, the 
  Meschaddo fortune, it was well understood that both 
  before and after his marriage to Kristen, many women 
  who were in the town during that era gave birth to at least 
  one of Adam’s illegitimate offspring.  
  One of the PCs (or an NPC) discovers his/her dubious 
  familial connection and is overcome, through the 
  orchestrations of the thing in the woods, with a desire to 
  claim his/her share of the Meschaddo legacy.  
  Matthew, Tiffany, Caleb and Wendy are likely to be 
  sympathetic to the PCs, but there is little sympathy 
  from Michael.  Michael will, in fact, fight the PCs quest 
  at every turn.  The character in question will feel an 
  irresistible urge to go to the woods – called by the thing.  
  Once the character gives in, hopefully talking his friends 
  4. The unmistakable sounds of a couple having sex.  If 
  the PCs listen long enough, they will be offered clues 
  to the identities of the people.  Particularly, the very 
  young woman sounds almost terrified that someone 
  will discover their rendezvous.  The man, on the other 
  hand, is so confident of their safety that he promises her 
  “diamonds and gold and to live like a queen,” as soon 
  as the other woman is dead.  The voices belong to Adam 
  Meschaddo and Kristen Callahan, and are an imprint 
  of their illicit liaisons at the sawmill before Michelle’s 
  death.
  5. The apparition of a young lady walking through the 
  sawmill.  She is undisturbed by the presence of the PCs 
  and seems to be looking for someone or something.  PCs 
  who have spent any time researching the Meschaddo 
  family may recognize this girl as Wendy Meschaddo, 
  around the age of her first disappearance.
  6. The sounds of several young girls apparently engaged 
  in sexual activity, interrupted by the sounds of a camera 
  shutter clicking.  This is the telemetric signature of 
  Cramer’s last orgy with his students.
  The ghosts will generally leave the visitors alone, 
  but if the PCs try to interfere with the acts of any of the 
  apparitions, or seek the source of any of the sounds (with 
  the exception of Cramer’s orgy), they are likely to end up 
  in a battle against the undead and/or restless dead.  These 
  spiritual memories were given form by the thing in the 
  woods, who delights in viewing these scenes of pain and 
  seduction, and are under its control.
    
  The Return of Daniel Meschaddo
  When Daniel Meschaddo committed suicide in 1974, the 
  family held a small service and the public was excluded 
  from attendance.  He was, according to the sketchy 
  records that exist, cremated, and his ashes are kept in an 
  urn in the main house.  
  There is, however, some question as to the validity 
  GM Notes: 
  This can either be a harmless case of stupid city kids 
  lost in the woods, or it can tie into the deeper, more 
  bizarre story-lines dealing with the thing in the woods.  
  Level II
  Ghosts of the Old Saw Mill
  The old saw mill has been the site of some grizzly deaths, 
  strange happenings, and terrible tragedies over the years.  
  It is considered by authorities on the paranormal to be the 
  most haunted building in the county – perhaps even the 
  state.  
  The PCs could be at the saw mill for any number of 
  reasons: as paranormal investigators, “truth” agents 
  out to debunk the public fear of so-called paranormal 
  occurrences, contestants on a show like “Fear,” or simply 
  a bunch of friends out doing something they know 
  they shouldn’t – like trespassing in a condemned and 
  supposedly haunted building.  
  On any given occasion, visitors to the old saw 
  mill might experience any of the following spirits, 
  occurrences, or oddities:
  1.  The apparition of a woman climbing the now-decayed 
  stairs and flinging herself over the railing with a noose 
  around her neck.  The intruders are witnessing the death 
  of Maggie Meschaddo, who hung herself in the sawmill 
  after Daniel vanished into the woods.
  2. The cries of a young girl screaming in pain and fear.  
  The voice also begs whatever is attacking her to stop.  
  These are the cries of Violet Meschaddo, begging the 
  possessed Mitchell Davis not to harm her.
  3. An extremely vivid illusion of the gruesome sight that 
  met investigators when Nick and Rita Meschaddo were 
  slaughtered in the sawmill.
  
  Modern Backdrops
  Page - 47
  Schaddo Creek
  into going with him, the thing will make itself known and 
  offer the characters a deal…  
  The thing will arrange the situation so that the 
  character receives his/her proper share of the family 
  fortune.  It will arrange affairs so that the character, and 
  his/her loyal companions, will be set for life.  All it asks 
  in return is a small tribute…
  Lost in the Woods (Level III version)
  The PCs are still in the old mill at sunset.  
  The thing assumes they have been left there by one 
  of its servants but, for whatever reason, chooses not 
  to consume them.  It is growing bored with its current 
  generation of Meschaddo pawns, and decides that the 
  PCs will be its new toys. 
  If the PCs decide to spend the night in the mill, they 
  will be tormented by the thing.  If they try to leave, the 
  thing will twist their senses until they cannot find their 
  way out of the woods – always returning to the mill.  
  There are a few ways out of the thing’s grip: 
  1. Make a deal with it
  2. Sacrifice one of their number to it
  3. Allow one of their number to be sucked in by it
  In any of these situations, it is likely that the thing will 
  allow most of the group to leave.  
  Any who are sacrificed or sucked in should be used 
  as NPCs in the grip of the thing, and will likely work 
  toward getting the rest of the party to join them, in 
  whatever capacity they were given to the thing.  
  If the group makes a deal that allows everyone to 
  leave, the deal should be something very drastic, and will 
  likely be a demand for the replacement of the sacrifice it 
  is considering losing.  
  The thing in the woods has no conscience and no 
  morals.  It cannot be trusted to keep its end of the 
  bargain.  It will twist the situation in order for its plans to 
  be completed.
  Any escape formulated by the PCs should be considered 
  temporary.  The thing is simply allowing them to play its 
  game in the ways they are accustomed.
  Andrew Dixon 6th Level (Dedicated 3/Acolyte 3):  CR 6; Medium humanoid; HD 3d6+3d8; HP 27; Massive 
  Damage 10; Init +3; Spd 30 ft.; Defense 20, Touch 17, Flat-Footed 17 (+4 Class, +3 Dexterity, +3 equipment); 
  BAB +4; Atk +4 melee (1d4 knife) +7 ranged (2d6 colt python); Full Atk +4 melee (1d4 knife), +7 ranged (2d6 
  colt python); FS 5 ft by 5 ft; Reach 5 ft; SQ Empathy, Healing Knack, Divine Skills, Turn Undead; AL good; 
  Occupation; Wealth; SV Fort +5, Ref +5, Will +7; AP 3; Rep +3; Str 11, Dex 17, Con 10, Int 14, Wis 14, Cha 12.
  Skills:  Knowledge (theology and philosophy) +11, Listen +11, Sense Motive +11, Treat Injury +11, 
  Knowledge (Earth and life sciences) +11, Craft (Pharmaceutical) +11, Knowledge (Arcane Lore) +11
  Feats: Simple Weapon proficiency, Surgery, Animal Affinity, Personal Firearms Proficiency, Armor Proficiency 
  (light), Medical Expert
  Possessions: Undercover Vest, Knife, Colt Python
  Doc Mitchum 8th Level (Smart 4/Tough 2/Mage 2):  CR 8; Medium humanoid; HD 6d6+2d10+32; HP 66; 
  Massive Damage 18; Init +3; Spd 30 ft.; Defense 20, Touch 17, Flat-Footed 17 (+4 class, +3 dexterity, +3 
  Equipment); BAB +4; Atk +7 melee (1d4+3 Combat Martial Arts) +7 ranged (2d6 Beretta 93R); Full Atk +7 
  melee (1d4+3 Combat Martial Arts) +7 ranged (2d6 Beretta 93R); FS 5 ft by 5 ft; Reach 5 ft; SQ Damage 
  Resistance, Savant (Knowledge Arcane Lore), Exploit Weakness; AL; Occupation Military; Wealth +5; SV Fort 
  +7, Ref +4, Will +5; AP 4; Rep +3; Str 16, Dex 16, Con 18, Int 14, Wis 10, Cha 12.
  Skills: Craft (Chemical) +11, Decipher Script +11, Knowledge (Arcane Lore) +17, Research +11, Computer 
  Use +9, Knowledge (tactics) +11, Demolitions +9, Disable Device +9, Navigate +9, Repair +9, Search +9, 
  Survival +5, Climb +8, Concentration +9, Spellcraft +7
  Feats: Simple Weapon proficiency, Armor Proficiency (light) (from occupation), Personal Firearms proficiency, 
  Advanced Firearms proficiency, Combat Expertise, Combat Martial Arts, Educated (Arcane Lore, Tactics), 
  Improved Disarm, Endurance
  Possessions: Undercover Vest, Beretta 93R
  The Thing in the Woods 13th Level (Smart 3/Mage 10):  CR 15; Medium fiend; HD 13d6+26; HP 78; Massive 
  Damage 14; Init +5; Spd 30 ft.; Defense 26, Touch 26, Flat-Footed 25 (+9 Natural, +6 Class, +1 Dexterity); BAB 
  +6; Atk; Full Atk; FS 5 ft by 5 ft; Reach 5 ft; SQ Savant (Knowledge Arcane Lore), Savant (Decipher Script), 
  Arcane Skills, Summon Familiar, Scribe Scroll, Brew Potion, Scribe Tattoo, Spell Mastery, Combat Casting, 
  Spell Mastery, Maximize Spell, 20 DR vs. Archaic Weapons, Cold Resistance 20, Fire Resistance 20, Immune to 
  Poison; AL evil, chaos, avarice; Occupation none; Wealth +5; SV Fort +6, Ref +5, Will +12; AP 6; Rep +2; Str 
  16, Dex 12, Con 14, Int 16, Wis 12, Cha 16.
  Skills:  Craft (Chemical) +16, Decipher Script +21, Disable Device +6, Knowledge (Arcane Lore) +21, 
  Knowledge (History) +8, Knowledge (Theology and Philosophy) +6, Research +18, Search +6, Knowledge 
  (Tactics) +8, Repair +6, Forgery +6, Craft (Structural) +6, Concentration +13, Spellcraft +13, Concentration +13, 
  Knowledge (Physical Sciences) +15, Investigate +8
  Feats: Combat Expertise, Combat Reflexes, Educated (Arcane Lore, History), Heroic Surge, Improved Initiative, 
  Iron Will, Studious, Low Profile, Archaic Weapon Proficiency, Educated (Tactics, Physical Sciences)
  
  Modern Backdrops
  Page - 48
  Delora Valley
  Delora Valley
  Delora Valley is full of too many rich people for it to not 
  have a glamorous reputation.  It is the cradle of high-
  class culture, and, as such, it is the envy of all the “little 
  people” who put the residents of the community on such 
  pedestals.  
  County and state government officials are not as 
  charmed, but still suffer a sort of star-struck amazement 
  when dealing with the population and treasury of the 
  coastal resort town.  
  There are rumors of mafia involvement, shady deals, 
  and things that might not be considered ‘normal’ in 
  other towns, but the town thrives in spite of the “vicious 
  rumors that plague its honored citizens.”
  What Every School Kid Knows
  Delora Valley grew out of the imagined need of the 
  California upper crust to have a coastal retreat that 
  they did not have to share with more common classes 
  of people.  Delora Valley was envisioned as a place 
  to escape the drudgery that plagued the rich in their 
  Hollywood homes.  The town consists of several vacation 
  homes, the Hotel Eden - a 5-star hotel with its own 
  gourmet restaurant, tailor, stylist’s salon, and golf course, 
  a few nightclubs, and Rutherford’s Academy.
  Delora Valley is kept immaculate.  Because of the 
  population and the ‘representatives’ on the Town 
  Council, there is little tolerance of disrepair or garbage.  
  Vandalism does occur occasionally, but it is quickly 
  cleaned and/or repaired and punishment at the hands of 
  the Security Taskforce is swift.  
  Delora Valley is largely a resort town.  The majority of 
  the permanent population is made up of the servants that 
  staff the homes and the hotel, and the staff and students 
  of Rutherford’s Academy.  There is no other “local 
  population” to speak of, although the town takes up a 
  disproportionately large area 
  on the California coastline 
  and is listed in the county 
  records as being home to 
  70,500 individuals.  Most of 
  the residents pass in and out 
  of town on a fairly irregular 
  basis – usually throwing 
  lavish parties at their 
  vacation homes or the local 
  hotel.  Visitors of the ‘correct 
  type’ are always welcome, 
  but any others are faced with 
  a much cooler reception.
  Rumors
  Many of the citizens of 
  Delora Valley have deep 
  mafia connections.
  Throughout its short history, 
  Delora Valley has been the sight of numerous unreported 
  murders.  What passes for the local police force has been 
  responsible for most of them.
  Delora Valley was created as an escape and haven for 
  Nazi officers and sympathizers.
  Delora Valley was built on the ruins of an abandoned 
  Native American village
  Important People
  Mario and Geneva Giovanni
  The second generation of Giovannis to control Delora 
  Valley, Mario is Antonio’s oldest son.  For a short time, 
  Geneva Castiglione Giovanni took control of Mario’s 
  interests, but her business dominance was cut short 
  by public reluctance to accept her leadership.  Mario 
  groomed Estephan to take his place, but the boy chose 
  the quick satisfaction of Las Vegas over the Delora 
  Valley stability.  Mario still believes his nephew will 
  return – thus keeping his mother, Mario’s baby sister, 
  cared for in her later life.  Mario has returned to his 
  duties in full, and, with the exception of selling the Hotel 
  Eden, he has continued on with his expected duties 
  without fail.
  GM Notes: 
  It is highly unlikely that the Giovannis will consent to 
  be bothered by those outside their normal circle.
  Desmond Grant
  Part of Delora Valley’s “new nobility,” Desmond Grant is 
  one of Hollywood’s up-and-coming action spectaculars.  
  A stunt man with a pretty face, Desmond has moved out 
  of the shadows and into his own starring roles.  One of 
  GM Notes
  Characters involved in Estephan’s Revenge or Fashion Police are likely to be 
  somewhat inexperienced.  Both stories are suitable for characters between 2nd 
  and 4th level.
  Faced with the unnerving vision of the men trapped within the reflecting pool, 
  as well as the actual threat of the demon’s nest, Reflection is best suited for 
  characters of at least 3rd level.  If the characters are to face the demons, adjust the 
  difficulty levels accordingly.
  Overdue is suitable for characters of 1st to 3rd level, but can be easily modified 
  by the students’ reactions, or the possibility of the demon being released by a 
  series of unfortunate accidents.
  For one or more of the characters to be noticed by Trixi Darrington, it is 
  advisable that the characters be at least 2nd level before using this story.  Modify 
  the story by creating a weaker or stronger demon, according to the levels and 
  abilities of the characters.
  Because the Dreamweaver uses the characters’ own experiences against them, 
  it is best to delay this story until at least 3rd level.  Escaping the demon’s alternate 
  dimension, however, should be a task for characters of 6th level or better.
  
  Modern Backdrops
  Page - 49
  Delora Valley
  his first purchases with his newfound wealth was the 
  modest mansion he acquired in Delora Valley.
  Samarah Leed 
  The exotic leading lady of Hollywood’s newest ‘brat 
  pack,’ Samarah Leed has always been in the public eye.  
  Her parents, TV sensation Chris Leed and European 
  songbird Madyson, groomed her to appreciate the love of 
  the public and the beautiful things that money can buy.  
  After her mother’s untimely death, Samarah’s acting 
  career kicked into high gear, and she was able to make 
  the strategic move to Delora Valley.  Her father, who has 
  avoided television appearances since his wife’s death, 
  visits his daughter occasionally in her seaside palace.
  David Dyer 
  The youngest son of one of the west coast’s ‘old money’ 
  families, David Dyer is a spoiled man.  He has spent 
  thirty years with a silver spoon firmly placed in his 
  mouth, and now he’s purchased a flat in Delora Valley.  
  His plan is to keep his eye on the young ladies graduating 
  from The Rutherford Academy, in order to snag one 
  with sufficient money and skill to keep him as spoiled as 
  he’s been all his life.  He has yet to find anyone who fits 
  his idea of a perfect wife, so he stays in town and keeps 
  watching the girls.
  GM Notes: 
  Dyer is a selfish man, but knows quite a bit about 
  the ladies who have graduated from the Rutherford 
  Academy in the last few years.  He is likely to share 
  what information he has gained (often through illicit 
  sources), if the PCs can make it “worth his trouble.”
  Andrea Baily 
  One of the few people in Delora Valley who earned her 
  money the hard way, Andrea Baily spent years climbing 
  up the corporate ladder.  After fighting her way out of 
  a dead-end secretarial position and into management, 
  Andrea brought XanTech out of its near-bankrupt slump 
  “It’s nice to be back at school where we can at least pretend to be normal, isn’t it?” she mused as they walked 
  through the courtyard toward one of the benches.
  “You haven’t read your mail, yet, have you?” he teased.
  Staci rolled her eyes and let out an exaggerated sigh.  Mail received at school was usually one of two sorts: a 
  death threat or a party invitation.  And sometimes it was extremely difficult to tell the difference.
  “I bet you have one, too,” Josh said, handing her a small black envelope.  
  Staci pulled the invitation out of its envelope, flipping it open slowly.
  Ms. Isis DeCroix requests your presence
  At an autumn social
  To be held at Ms. DeCroix’s estate
  The evening of September the 13th
  Staci folded the invitation and slipped it back into the envelope.  “You know what?” she said brightly.  “I’ve 
  really grown to hate parties.”
  Josh laughed, slipping his arm around her shoulder.  “I know, babe,” he said gently.  “But I already know I 
  have to go…”
  “Why?”
  “Because my father has already called…”
  Josh didn’t have to finish his sentence.  Staci already knew what it meant to have Josh’s father involved… And 
  she knew he was right about there being an identical invitation in her mail, whenever she got around to opening 
  it.
  “But, I had an idea,” he said brightly, a sly glimmer in his eyes.
  “And that is?”
  Josh smirked.  “Well, these invitations are always assumed to be for two people, right?”
  “I guess,” Staci answered, confused.
  “So,” Josh laughed, reaching into his jacket pocket for his phone.  “Why don’t we have JJ and Liberty come 
  with us?”
  Staci’s face went pale for a moment before she started laughing.
  “Damn, babe,” she giggled.  “For a second there, I thought you were serious.”
  Josh smiled, but something in his eyes made Staci stop laughing.
  “I am serious,” he said softly.  “You’ve heard the whispers about Isis DeCroix… you’ve probably heard more 
  of them than I have…  This is the only way to get into her place and find out for sure.”
  Staci let out a deep sigh.  “You’re determined, aren’t you?”
  Josh just smiled, handing her his cell phone.
  “Oooh… I hate you, Joshua Forester,” she said flatly, pressing in JJ’s home phone number.  “You know that, 
  don’t you?  And one of these days…  JJ, Liberty – this is Staci.  Hey - give Josh or me a call when you get in.  
  There’s something going on you might be interested in…”
  
  Modern Backdrops
  Page - 50
  Delora Valley
  and almost single-handedly forced it to the top of the 
  technology food chain.  The software company has 
  expanded in size and worth and Andrea is now its CEO.  
  Andrea’s lack of publicity has not saved her from the 
  inevitable rumors that fly around Delora Valley residents. 
  Other Information
  Delora Valley is almost entirely supported by its ultra-
  rich, part time, population.  The mafia, Hollywood, and 
  American “old money” provide the largest amounts of 
  revenue for the coastal resort.  Local taxes are collected 
  on a semi-regular basis, with the township’s bloated 
  treasury balancing the books when county and state 
  officials call for tax dollars.  There is a small job market, 
  made up almost entirely of service occupations.  Hotel 
  Eden, the three clubs, and private homes are the largest 
  employers.  The handful of shops and galleries along 
  Bridge Street are usually run by their owners, who do not 
  hire employees for various reasons.
  Delora is a bastardization of the phrase “del oro” – the 
  name, however, has always been Delora.  The founders 
  established the town as Delora Valley in order to avoid 
  any of the “pretentious Hispanic influence that plagued 
  cities like Los Angeles.”
  Community Events
  Delora Valley does not keep to any particular schedule.  
  The only things that occur with any real regularity are 
  meetings of the various councils – 
  Town Council meetings are held the evening of the 
  second Monday of every month
  Parents’ Council meetings are held the first Friday of 
  January, April, July, and October
  The Academy’s Student Government meets the first 
  Thursday of every month.  
  Town Council meetings are held in the President’s 
  Banquet Hall of the Hotel Eden.  Parents’ Council and 
  Student Government meet on the Academy grounds.
  Time Line of Important Events
  1938 – The land that makes up the majority of 
  the Delora Valley township is purchased by Antonio 
  Giovanni
  1939 – Giovanni pays to have Hotel Eden built and 
  staffed.  The hotel opens with a lavish party and the 
  “who’s who” of Hollywood is in attendance.
  1940 – Giovanni and his business partners officially 
  establish the township of Delora Valley
  1941 – Ethan Rutherford chooses Delora Valley as 
  the site of his boarding school.  The land for the school 
  is donated by Giovanni in a closed meeting of the town 
  council.  Construction begins within the month.
  1942 – The Rutherford Academy enrolls its first class 
  of students.
  1943 – Giovanni leaves Delora Valley to “deal with 
  some things” in New York
  1944 – Delora Valley continues to grow – many homes 
  are built near the grounds of the Hotel Eden.
  1946 – Delora Valley becomes the place to vacation.  
  Much to the shock of the community, Giovanni returns to 
  Delora Valley in a wheelchair
  1947 – Deliah Reynolds, one of the starlets to take 
  up permanent residence in Delora Valley, begins to pen 
  strange stories of the “lifes of Delora Valley”
  1948 – The Rutherford Academy holds its first 
  graduation ceremony – among the graduates is 
  Giovanni’s son, Mario.
  1949 – Deliah Reynolds’ book, The Questionable 
  Lifes of Delora Valley is released, but largely ignored 
  by the public.  A very limited number of books are 
  released.  The book provides intimate details of the lives 
  of several of the more colorful personalities of Delora 
  Valley – including Antonio Giovanni, Ethan & Miriam 
  Rutherford, Allison Davisson, Derek Grantland, and 
  Marguarite DeCroix.  
  GM Notes: 
  A few copies of Reynolds’ book are available, but they 
  are extremely rare (Purchase DC 35)
  1950 – Ann Marie Monitor, a second year student at 
  the Academy, hangs herself from her dormitory window.  
  The suicide shatters the peace of the resort town.
  1952 – Deliah Reynolds is murdered in her home.  The 
  population cries for something they never expected to 
  need… a police force.  Giovanni promises to “handle the 
  security issue.”
  1953 – Giovanni’s son, Mario, takes his father’s place 
  in the daily routines of the Hotel Eden.  This ‘passing of 
  the torch’ takes place with great pomp and celebration.  
  Also this year, the Delora Valley Security Taskforce 
  begins operation.  The group consists of 12 men who 
  answer to the city council and are responsible for the 
  security of residents.  They look and act remarkably like 
  stereotypical “mob enforcers”
  1954 – Ethan Rutherford is found dead in his 
  apartment at the Academy.  The Security Taskforce 
  investigates, but finds no evidence of foul play.  The 
  doctor confirms that he died of natural causes.
  1955 - Rutherford’s widow, Miriam, takes over as 
  headmistress of the Academy.  Several parents are 
  outraged due to Miriam’s inadequate lineage.
  1956 – A large-scale earthquake destroys several 
  buildings in Delora Valley.  Aftershocks thwart initial 
  clean-up efforts.  When Academy students contact the 
  county geological survey station, they are informed 
  that the quake did not register on any of the equipment.  
  (Knowledge (History) DC 20)
  1958 – Giovanni relinquishes his seat on the city 
  council.  Voters quickly elect Mario in his place.
  1959 – Miriam steps down as headmistress of the 
  Academy, exhausted from trying to prove herself to 
  the parents and students.  She is replaced by Benjamin 
  Mattox.
  1960 – Academy students in this year’s graduating 
  class have the highest test scores in the state.  All credit 
  is given to Mattox’s administration, regardless of the fact 
  
  Modern Backdrops
  Page - 51
  Delora Valley
  that Miriam was in charge for much of these student’s 
  time at the Academy.
  1962 – Mario throws a lavish going-away party for 
  his father at the Hotel Eden.  At the party, Giovanni 
  announces that he is going “home to New York.”  His 
  limo leaves at the end of the night.
  1963 – Seaside Rendezvous, a nightclub specializing 
  in over-priced drinks and dark booths, opens.  The club 
  is built overlooking the ocean, with a glass elevator 
  transporting patrons between the rooftop gazebos, the 
  main building, and the beach below.
  1965 – Ambiance, another nightclub whose main 
  specialty is looking the other way, opens near Hotel 
  Eden.  No one can find any connection between the two, 
  but many of the Hotel’s guests end up walking down the 
  quiet street to the Ambiance.
  1967 – In order to keep its guests’ money in-
  house, the Hotel Eden opens its own nightclub in an 
  adjoining building.  The Secret Garden is, like the other 
  establishments, well skilled in ignoring everything about 
  its customers but their wallets.  
  1969 – Trixi Darrington purchases a large tract of 
  land adjacent to the Seaside Rendezvous.  She begins 
  construction on an extravagant seaside mansion.
  1971 – Trixi Darrington’s mansion is completed and 
  she celebrates with a huge open house.  Trixi breaks 
  all tradition in town by inviting Academy students, as 
  well as adults, to the event.  Some of the local adults are 
  offended at Trixi’s lack of respect for tradition, but the 
  parents of the students are divided on the issue.
  1972 – Trixi rocks the boat of tradition again by 
  hosting the Academy’s senior prom at her estate.
  1973 – Mattox announces his plans to retire.  He 
  commits to another two years as headmaster, but “cannot 
  continue with the students behaving as they have these 
  past two years.”  Trixi Darrington accuses Mattox of libel 
  and forwards, along with her request that he “rethink his 
  choice of words,” a statement from her lawyers detailing 
  just how much he can expect to owe her when the case 
  reaches its conclusion.  Within a week, Mattox’s letter of 
  resignation is resubmitted without the time reference.
  1974 – A nationwide search begins for Mattox’s 
  replacement.  After an exhausting search, his replacement 
  is named.
  1975 – Mattox hands over control of the school 
  to his replacement, Elizabeth Kensington, at the 
  commencement exercises that summer.  
  1976 – Elizabeth Kensington makes drastic changes to 
  the curriculum at the Academy.  Her plan is to modernize 
  the education process while maintaining the integrity of 
  the Academy’s history.  
  1977 – Mario fades from the public eye.  Many of 
  his duties (including his seat on the city council) are 
  assumed by his wife, Geneva.
  “Yes, mother…  yes, mother… I know, mother…  yes, mother…”
  Staci rolled her eyes as her mother continued to drone instructions over the phone.  Liberty shook her head, 
  tossing the brush hopelessly on the vanity and throwing her hands up in disgust.
  “Yes, mother… alright, mother… alright, mother… look, mom, I have to help my roommate do her hair… yes, 
  mother… yes, mother…”  Staci hung up the phone and ground her teeth together, letting out a stifled howl of 
  frustration.  “Sit down, Liberty, let me see if I can help.”
  Liberty flopped back down on the chair, wondering out loud how she’d ever managed to let herself be talked 
  into this situation.
  “I think it probably had something to do with Josh reminding JJ about that Scott guy getting caught up with 
  fangs on the coast,” Staci grumbled, arranging Liberty’s blonde waves into a crown.  As she secured the style 
  with small diamond-encrusted combs, she smiled.  “There.  That should do it.”
  Liberty looked at herself in the mirror.  “How do you do that?” she asked Staci in amazement.
  Staci laughed, handing Liberty the small silk handbag that matched her dress before placing her own black 
  velvet bag into the crook of her arm.  “Pure talent.  Let’s just hope the guys are ready, huh?”
  Josh and JJ waited in the courtyard outside the women’s dorm.  While Josh remained calm and relatively 
  unruffled, JJ continued to glance anxiously at his watch.
  “What’s taking them so long?” he grumbled.
  Josh laughed.  “With Staci involved, man, there’s no telling.”
  “It’s called being fashionably late, darling,” Staci said gently as the girls came out of the building.  “That, and 
  my mother refusing to get off the phone.”
  “Let me guess,” Josh said dryly.  “Don’t forget what a great honor it is to be asked to Ms. DeCroix’s social…” 
  he mocked.  “Try not to offend anyone… and make friends… and don’t forget what an honor it is…”
  Staci giggled.  “Got the same speech from your father, did you?”
  Josh scowled in response, but quickly shifted gears and wore his best social-climbing smile.  With a flourish, he 
  held out his arm to Staci.
  “Well, shall we?”
  Staci smiled, forcing herself into the role of socialite.  “Of course, darling,” she said softly, her voice light and 
  airy.
  Liberty rolled her eyes as she and JJ followed them to the waiting limousine.  “You know,” she said, leaning 
  her head on JJ’s shoulder.  “Staci said to remember it could always be worse…”
  “How?” JJ laughed.  
  
  Modern Backdrops
  Page - 52
  Delora Valley
  1978 – The Academy’s Parents’ Council votes to begin 
  the replacement process for Elizabeth Kensington.  She 
  is not, according to the Council’s minutes, “maintaining 
  the educational and social integrity required by the 
  Academy’s students.”
  1979 – Several possible replacements for Kensington 
  are found, but none are willing to actually accept the 
  appointment.
  1980 – In spite of some minor local protests, Trixi 
  Darrington is named the new headmistress of the 
  Academy.
  1981 – Rumors begin regarding Mario’s longtime 
  absence from the pubic eye.  Common opinion seems to 
  be that Geneva has caused him some terrible illness and/
  or tragedy that keeps him from his duties.  In response to 
  escalating rumors and negative feelings toward Geneva, 
  Mario makes several public appearances.  On these 
  occasions, he is certain to paint Geneva in a favorable 
  light so the people will begin to trust her again.
  1982 – Estephan Giovanni, Mario’s nephew, is 
  enrolled at the Academy.  He is the son of Mario’s baby 
  sister, Angelina.
  1983 – Geneva fades from the public eye as Mario 
  returns to his duties.
  1984 – Word reaches Delora Valley that Antonio 
  Giovanni is dead.  He was, according to reports, gunned 
  down in a New York club.
  1985 – Several vacation homes begin to be used more 
  and more frequently.  The Security Taskforce notes 
  several situations it considers “odd,” but the homeowners 
  dismiss the news.
  1986 – Elizabeth Kensington returns and fires 
  several shots into the school.  She is quickly arrested 
  and confesses to the Taskforce that her only reason for 
  returning to was “kill that bitch [Trixi Darrington] that 
  stole my job.”  Elizabeth Kensington kills herself in her 
  hotel room that night (there is no jail in town, so the 
  taskforce returned her to her room with an armed guard 
  in order to transport her to the nearest county jail in the 
  morning).
  1987 – Isis DeCroix, daughter of Marguarite 
  DeCroix, begins construction on a small development 
  of ‘apartment homes,’ to be rented to hotel, nightclub, 
  and domestic staff who no longer wish to live on-site at 
  their various places of employment.  Her plan is met with 
  great support from her target market.
  1988 – Isis DeCroix begins construction on a 
  second development of apartments.  The designs are 
  meticulously planned so as to cause the least amount of 
  interruption in the “feel of Delora Valley”  Also this year, 
  Estephan Giovanni graduates from the Academy and 
  leaves for Las Vegas.
  1990 – Isis DeCroix begins construction on her third 
  and final apartment development.  
  1991 – Trixi Darrington is in an auto accident and 
  is left hospitalized for several months.  The deputy 
  headmistress, Eliza Holts, assumes the duties of 
  headmistress for the remainder of the term.
  1992 – Trixi Darrington announces her inability to 
  continue as headmistress due to the injuries sustained 
  in the wreck.  Eliza Holts is named as her official 
  replacement.
  1994 – Another earthquake destroys most of the 
  seaside town.  Like the quake of 1956, it does not 
  register on the county’s geological equipment.  Science 
  students at the Academy, however, have built their own 
  seismograph, and the quake measures on their equipment 
  at 6.5  Aftershocks plague the town for several days.  
  GM Notes: 
  Information on this quake is more easily available 
  because of the Academy’s equipment.  A successful 
  Research check (DC 15) will uncover details about this 
  quake.  The epicenter of is 51⁄2 miles north of Delora 
  Valley.
  1995 – Academy students exceed all previous 
  standards in testing, sports, and arts.
  1996 – The Academy creates its first-ever “waiting 
  list” for new enrollment.  Parents who have already 
  visited the campus or been in correspondence with the 
  administration are placed at the top of the list.
  1997 – The Parents’ Council, at the request of 
  Holts, denies all pleas for expansion of the Academy.  
  According to Holts’ lengthy memo on the subject, 
  campus expansion would “dilute the quality of education 
  received by each student and make our school just 
  like any other.”  Tuition doubles, but the waiting list 
  continues to grow.
  1998 – Drake Forester is elected to the Parents’ 
  Council.  He sends his secretary to the first of the regular 
  meetings.
  1999 – Hotel Eden is quietly listed as up for sale.  The 
  asking price is just under $14 million.  Rumors circulate 
  regarding possible reasons the Giovanni family might 
  sell the hotel.
  2000 – An extravagant New Year’s Eve party is held 
  in the Hotel Eden ballroom.  An announcement is made 
  during the evening that the hotel has now changed 
  owners, but the new owner is not named and is believed 
  to not be in attendance.  
  GM Notes: 
  Hotel Eden was purchased by Drake Forester, but is 
  not listed in the registry of Forester Industries.  Official 
  records list the new owner of Hotel Eden as Victory 
  Star Entertainment.   
  More Important People
  Mario Giovanni
  Mario is the oldest son of Antonio Giovanni.  He is 
  generally kind and gentle, and does not conduct ‘family 
  business’ well – usually leaving such matters to his wife.
  Isis DeCroix
  Isis DeCroix is the only child of silver screen vixen 
  Marguarite DeCroix.  No one knows who Isis’ father 
  is, but it is generally believed that she is the first actual 
  “native” of Delora Valley who has become part of its 
  
  Modern Backdrops
  Page - 53
  Delora Valley
  resident aristocracy.  Her staff is insanely protective of 
  their mistress, and it is rumored that a few intruders have 
  ventured into the house and were never seen again.  
  GM Notes: 
  The stories are quite fanciful compared to the truth 
  – see Isis DeCroix’s house description for details.  Isis’ 
  statistical information is found later in this section.
  Nathan Dillan
  The quintessential “old man,” Nathan Dillan, while an 
  established film star, is a relatively recent addition to the 
  Delora Valley population.  His connections in town are 
  few and he is seldom seen outside his home.  He seems 
  to have a close relationship to Mario Giovanni, but the 
  exact nature of their acquaintance has never been made 
  public, and not even Geneva – who is normally quite 
  adept at dropping names – has any real knowledge of 
  the reasons behind the old man’s relationship with her 
  husband.
  GM Notes: 
  Dillan was actually a friend of Antonio’s and is treated, 
  by Mario, like an uncle.  He has privileged information, 
  but will not share it.
  Edward Granelli
  The current commander of the Delora Valley Security 
  Taskforce, Edward Granelli is a long-time friend of 
  Mario Giovanni.  Known in select circles as “Eddie the 
  Snake,” Granelli is well-known, respected, and even 
  feared, by Delora Valley residents.  Edward graduated 
  from the Rutherford Academy two years after Mario 
  and has never left the small town.  A member of the 
  Taskforce since 1955, Granelli is considered one of the 
  most reliable men in Delora Valley.
  Statistical information on Granelli is found later in this 
  section.
  Mac Kelly
  David MacKenzie Kelly, the rock guitarist known 
  simply as Mac Kelly, is another recent addition to 
  Delora Valley’s new elite.  His music has been called 
  “innovative and intoxicating” by reviewers from Rolling 
  Stone, and he is heralded as “the newest of the guitar 
  gods” by radio DJs, trade magazines, and other well-
  known artists.  He is being actively courted by several 
  different record labels and a handful of established bands.
  Drake Forester
  His personal assistant describes Forester as an 
  “entertainment development specialist.”  As the owner of 
  several independent and extremely popular nightclubs, 
  and the new owner of the Hotel Eden, Forester has 
  become a member of the Delora Valley aristocracy by 
  default.  His son is enrolled at The Rutherford Academy, 
  and while Forester was elected to the Parents’ Council, 
  he has been unable to attend any meetings thus far, 
  sending his secretary to sit on the prestigious panel in his 
  stead.
  Statistical information on Drake Forester is found later 
  in this section.
  Cicili Tran
  Natural debutante and professional gold-digger Cicili 
  Tran is currently involved in more than half a dozen 
  different investment ventures – all using her husband’s 
  money.  Her only child has been trained to follow in her 
  footsteps, but Staci has tried to distance herself from her 
  mother’s influence.  Cicili maintains a suite at the Hotel 
  Eden and is often seen in the company of Drake Forester 
  and/or Isis DeCroix. 
  Statistical information on Cicili Tran is found later in 
  this section.
  Geneva Giovanni
  Geneva Castiglione Giovanni was raised to be the perfect 
  mafia wife.  Her father, Raphael Castiglione was an old 
  friend of Antonio Giovanni, and Raphael’s only daughter 
  was the obvious match for Antonio’s soft-hearted son.  
  Geneva knows how to “run a family” better than any of 
  the younger generation of dons, and she is vastly more 
  efficient when it comes to “family business” than her 
  quiet and mild-mannered husband.
  Campbell Richardson
  Unlike most other residents of Delora Valley, Campbell 
  Richardson is relatively unknown in both show-business 
  and so-called straight-business circles.  He is one of the 
  few men in history to have purchased the single winning 
  lotto ticket for a $215 million jackpot.  The twenty-nine 
  year old restaurant manager retired when he received 
  his first check, and, while he is considering opening his 
  own restaurant in the stylish resort town, for the next few 
  years (at least) he is happy to sit quietly in his new home 
  and enjoy the fact that he doesn’t actually have to go to 
  work.
  Trixi Darrington
  An early TV drama (read “soap opera”) star, Trixi has 
  spent many years in Delora Valley.  She has been an 
  influential member of the town, even serving as the 
  headmistress at the prestigious Rutherford Academy for 
  a time.
  Michael “Quest” Crimson
  Part of the new age/rock synthesis ensemble of 
  Shadowed Sun, Moonlight Quest, Michael Crimson is a 
  relative new-comer to the back stabbing and intrigue that 
  go along with being in the public eye.  Crimson has spent 
  a huge amount of money creating a hide-away where 
  he can escape from the anxieties of “public life.”  His 
  estate boasts a recording studio and huge greenhouses – 
  complete with tropical ecosystems capable of supporting 
  his collection of exotic birds in their natural habitat.
  Andrew Masterson
  Action writer Andrew Masterson is one of Delora 
  Valley’s many reclusive residents.  He is seldom seen 
  
  Modern Backdrops
  Page - 54
  Delora Valley
  outside his home, and can normally only be reached via 
  e-mail.  He does not respond to visitors and his time is 
  jealously guarded by his personal assistant.
  Zyrinnia King
  Alternative musical genius Zyrinnia King has become 
  one of the hottest names in music – her music has 
  been called everything from magical to haunting to 
  intoxicating.  Zyrinnia has created a new genre of music, 
  and with it, a new group of radicals and crazies who 
  think her music is the greatest thing available today.  She 
  tries to keep herself isolated from the madness created 
  by her fans, and her estate in Delora Valley is part of that 
  isolation.
  Kevin & Rebecca Kartan Sinclaire
  Flamboyant basketball sensation Kevin Sinclaire is 
  in Delora Valley for one reason: the prestige.  His 
  eccentricities are tolerated by the town’s more somber 
  residents for two reasons – the first is the size of his bank 
  account, and the second is the presence of his beautiful 
  wife, ex-cheerleader Rebecca Kartan Sinclaire.  Having 
  spent most of her life with pom-poms in her hands, 
  Rebecca is happy to settle into the quiet town, and has 
  recently been hired as a modern dance instructor at The 
  Rutherford Academy.
  Mickey Davies
  His career cut short by a devastating auto accident, 
  quarterback Mickey Davies has retreated into the security 
  of Delora Valley.  The privacy insured by the presence 
  of the Security Taskforce is considered a blessing by the 
  wheelchair-bound Davies.  He has begun to come out 
  of his self-imposed isolation, but is still seldom seen by 
  residents of Delora Valley.
  Hotel Eden - Ground Floor
  The massive kitchen is split over the Hotel’s four levels, linked by high-
  speed elevators in order to facilitate all dining requests. Wildflower 
  Creations is a unique designer clothing & jewelry boutique. L’ombre des 
  mortes is pictured placed outside the Salon.
  
  Modern Backdrops
  Page - 55
  Delora Valley
  Places To Go
  Hotel Eden
  The oldest building in town (although it is no longer 
  completely original due to the unexplained earthquakes 
  in the area), the Hotel Eden sprawls over a 250 acre 
  piece of property.  The hotel itself boasts 45 rooms, 
  each decorated to reflect the lavish lifestyle of high 
  society.  The hotel restaurant, d’ambrosia, is among the 
  most premiere gourmet establishments in the northern 
  hemisphere.  Stylists are on a five-year waiting list to get 
  into a chair at the salon, and high profile designers pay 
  top dollar to be showcased in the downstairs boutiques.  
  Room rates start at $350 per person per night and 
  reservations are required at least a year in advance.
  Seaside Rendezvous
  This cocktail room, draped in fishing nets and strings of 
  shells, was first built to cater to the more indiscreet guests 
  of the Hotel Eden.  The club has 5 semi-private gazebos 
  on the roof, 15 curtained booths inside the building itself, 
  and an elaborate glass elevator that transports patrons 
  from the rooftop gazebos, to the main floor, and to the 
  beach below.  The Seaside Rendezvous is known to be 
  the site for illicit affairs and shady dealings.  The staff is 
  trained in ‘discretion.’
   
  Ambiance
  The first competition for the Seaside Rendezvous, this 
  club’s clientele tends to be of a more genteel sort.  Where 
  the Seaside is known as the place for shady dealings, 
  the Ambiance, with its miniature fireplaces, deep red 
  velvet curtains, and candlelight is meant to take the edge 
  off the same sort of activities.  Because of the town’s 
  particular population, Ambiance is known for providing 
  dark corners with silken cushions and velvet tapestries.  
  It caters to extravagance, where the Seaside simply turns 
  the other way.
  Hotel Eden - Second Floor
  At the top of the first floor staircase, stairs to the third floor split 
  off from the main stairs in front of a stained glass window.  
  A large balcony faces out over the grounds at the end of the floor.
  Restrooms for the Oceanview Room are located against the conference 
  room’s inner wall.
  
  Modern Backdrops
  Page - 56
  Delora Valley
  The Secret Garden
  Hotel Eden’s addition to the darkened club industry of 
  Delora Valley.  The club vaguely resembles an overgrown 
  forest, with roses blooming along the edges of the booths 
  and morning glorys and moonflowers creeping through 
  the ivy on the ceiling.  Like the other clubs, The Secret 
  Garden boasts extensive privacy measures and a strict 
  no-tell policy.
  Organizations
  Delora Valley has very few issues concerning its 
  organizations.  Most residents are simply too wrapped 
  up in themselves to be concerned with the affairs of 
  others.  A few organizations do exist, although their elite 
  membership is likely to be offended at the recognition of 
  their association as such.
  Members of the Giovanni family, the Delora Valley 
  Town Council, and the officers of the Delora Valley 
  Security Taskforce are likely to be separated from the 
  general population on a fairly regular basis.  Likewise, 
  the Rutherford Academy Parents’ Council and Student 
  Government each have their own agenda, but nothing 
  that could be perceived as dissention.
  Official Reports
  Delora Valley is ultimately ruled by one demon and one 
  demon alone – that beast being the all-mighty American 
  Dollar.  There is no “official opinion” regarding this, or 
  any of the other beasts, that have made Delora Valley 
  their homes and playgrounds.  When it comes down to it, 
  it’s difficult for an outsider to tell the beasts from the men 
  in Delora Valley.
  Hotel Eden - Third Floor
  The Imperial Room, a small conference room, is located on the third floor, 
  with the restrooms for that room directly outside its door. The Grand Salon 
  stretches the length of the floor, with the only “public” access to the fourth floor 
  (an elevator) located at the far end of the salon.
  
  Modern Backdrops
  Page - 57
  Delora Valley
  Places of Power
  The Secret Garden
  The back booth of The Secret Garden was a favorite 
  business spot of Geneva Giovanni.  Many shady deals 
  are said to have taken place there, although all allegations 
  of wrong-doing were dropped before they ever became 
  issues.  The booth, however, has retained a certain stigma 
  that makes locals believe it is an unlucky location for 
  making deals.  
  It is also quietly understood to the be site of an illicit 
  affair gone terribly wrong.  Allegedly, Estephan Giovanni 
  and a Hotel Eden maid were interrupted by Geneva.  In a 
  rage, she sent Estephan back to the Academy and pulled 
  the curtains around the table.  No one remembers when 
  Geneva left the club, but the girl’s dead body was found 
  behind the drawn curtains shortly after closing that night. 
  No charges were ever filed regarding the girl’s death.
  Seaside Rendezvous
  Designed to be a place where visitors could do whatever 
  they chose, the Seaside Rendezvous was a favorite of 
  silver screen vixen Marguarite DeCroix.  Rumors of the 
  bombshell’s sexual exploits within gazebo number two 
  still haunt the club.  While the gazebo itself has no real 
  ‘power,’ there is a great deal of residual energy left over 
  from Marguarite’s escapades.
  GM Notes: 
  In addition to her excessive mundane sexual 
  encounters, Marguarite participated in a very large 
  number of occult activities within the privacy of 
  gazebo #2.  It has been whispered, though never 
  proven, that Isis DeCroix is actually the daughter of 
  a demon summoned by her mother during one such 
  evening.
  Hotel Eden - Fourth Floor
  The elite fourth floor contains five very large suites, an area for housekeeping supplies, 
  and a lavish sun deck.  The rooms are linked by a glass hallway that snakes around the 
  structure.
  
  Modern Backdrops
  Page - 58
  Delora Valley
  Ambiance
  While Ambiance caters to the city’s opulent tastes, table 
  number five has been a thorn in its side for some time.  
  The infamous booth has had more than its share of 
  unexplained phenomena.
  From the club’s opening night, guests have constantly 
  complained about one thing or another when seated 
  at the table.  Extreme temperature variation, suddenly 
  spoiled food and drink, unexplained noises, and the touch 
  of invisible, icy hands, are but a small sampling of the 
  complaints filed by customers.  
  Even regular patrons are reluctant to brave the 
  experience of dining at table five, and they will wait 
  up to several hours for a different booth, or move their 
  business to another club.
  GM Notes: 
  The rumors of the Delora Valley area once belonging 
  to the Native Americans are very true.  The Ambiance 
  was actually built over the corner of a small village 
  – intruding on the land where the tribal shaman had 
  intended to build a monument to the dead.  There 
  is some question as to the translation of these facts, 
  however, and it may well be that the Ambiance is 
  actually built atop a burial ground.  
  Hotel Eden
  By cleverly numbering the rooms, 
  it is easy for the casual eye to 
  skip the fact that while the rooms 
  at the Hotel Eden are numbered 
  consecutively on each floor, 
  somewhere between the ground 
  floor and the second floor, the 
  decorators seemed to miss the 
  number 13.  The careful eye will 
  note that the cheapest rooms, on 
  the ground floor, are numbered 1 
  through 12, but numbering on the 
  second floor begins with 14.  
  The Secret Garden
  Smaller tables may be moved 
  into the room as necessary, but 
  the pictured booths are the only 
  stationary seating. Men’s and 
  Ladies’ lounges are located in the 
  back corners of the small club, with 
  a kitchen and office area taking up 
  the space between the two.
  
  Modern Backdrops
  Page - 59
  Delora Valley
  There is an unspoken understanding that the decorators 
  are to blame for the oversight, but given the unlucky 
  association with the number 13, it is unlikely that it was 
  truly an oversight.  In spite of the numbering, suite 14 
  has never been a nice place to stay.  
  A string of unreported murders took place in suite 14 in 
  the late 1940s.  Several individuals, whose reservations 
  were all made well in advance, were found dead in the 
  room.  Some appeared to have died of somewhat natural 
  circumstances, but most were brutally murdered.  Their 
  limbs were torn from their bodies and what was left of 
  their bodies was drained of blood.
  Since the unexplained (and unresolved) murder spree, 
  suite 14 has become a room used for only very short 
  periods of time.  It is almost always available for a 
  “walk-in” stay, but rumors of the evil in the room will 
  reach the ears of the guests before they get all the way to 
  the door.  
  GM Notes: 
  The murder spree was the work of the Giovanni crime 
  syndicate.  While Giovanni did hire vampires to carry 
  out the murders, there is no supernatural being at 
  work in suite 14.  There is, however, a large amount of 
  residual psychic trauma left behind by the victims.
  The grand salon located on the third floor, Napoleon’s 
  Hall is considered one of the most haunted places on the 
  California coast.  It is widely believed that the majority 
  of the spiritual activity in the hall is directly tied to the 
  furnishings that were brought in by Giovanni to decorate 
  in an extravagant style similar to that of the Paris Opera 
  House.  Spiritual activity in the hall is entirely benign, 
  but the presence of the sheer number of beings can be 
  overwhelming to those with any sort of paranormal 
  sensitivity.  Apparitions appear at all hours of the day and 
  night, wandering through the decorations and furniture 
  as though lost.  They are lost, in a sense, as the items that 
  lock them to our world are now displaced.
  The clubhouse on the Hotel Eden golf course is within 
  sight of the Ambiance night club.  It is generally 
  understood that this close proximity to the disturbance 
  that plagues the Ambiance is the reason for the 
  problems that occur at the clubhouse.  The majority of 
  the complaints deal with misplaced items and spilled 
  drinks, but every once in a great while, something more 
  spectacular happens.  
  Guests have been physically assaulted by the beings 
  that terrorize the clubhouse, and, on at least five 
  Seaside Rendezvous
  Each of the booths on the first floor has thick layers 
  of mosquito netting which may be drawn “for 
  privacy.” 
  At the center of the structure is the extravagant 
  glass elevator, which runs from the roof, through the 
  main club, and to the beach below.
  The five gazebos are located on the roof.
  
  Modern Backdrops
  Page - 60
  Delora Valley
  occasions, young girls who work at the clubhouse have 
  been found in a back storage room; bound and assaulted 
  by invisible forces.  
  Only one of these cases has ever been proven a hoax, 
  but three have been witnessed by numerous employees 
  – when the witnesses attempted to assist the girls, they 
  were restrained by unseen hands.  One man, a witness 
  to two of the attacks, is certain he heard the sound of a 
  woman laughing behind him as he pushed against the 
  invisible restraining forces.
  GM Notes: 
  The burial ground scenario for the Ambiance works 
  well to tie these two together, but if you prefer a more 
  divided community, the clubhouse may be the work of 
  one of the demons summoned by Marguarite DeCroix, 
  Ethan Rutherford, or any of the local supernatural 
  sympathizers.
  Covering a fairly large area directly in front of the main 
  entrance, the Hotel Eden’s reflecting pool has become a 
  sort of paranormal tourist attraction.  
  A large number of construction workers disappeared 
  while the Hotel Eden was being built, many of whom 
  were “dealt with” by Antonio Giovanni for their 
  indiscretions dealing with “family business.”  In order to 
  deal with the large number of troublesome employees, 
  Giovanni ordered a large pool built in the courtyard.  He 
  arranged for all the employees in question to be in the 
  large hole when he had concrete poured over the top of 
  the men, burying them alive beneath what would become 
  the reflecting pool.  
  When moonlight shines directly on the pool, it is 
  possible to see the spirits of the men buried beneath it.  
  They pound against the still water, which is only 8 inches 
  deep, as if it were a solid wall.  The apparitions are 
  harmless, but disturbing.
  Rutherford Academy grounds
  The building that houses the second-year girls’ dormitory, 
  and especially room 22, are haunted by the spirit of Ann 
  Marie Monitor, a young girl who committed suicide in 
  1950 by flinging herself out of the window with a silken 
  rope fashioned into a noose tied tightly around her neck.  
  The girl’s spirit wanders the halls of the building and 
  is often seen in her room (#22) studying, dressing, and 
  chatting with, one would assume, other girls on the floor.  
  There is no known reason for Ann Marie’s suicide – she 
  was a star pupil with a stable life and appeared, to all, to 
  be happy.  There was no note found and no one can come 
  up with any reason for her death.
  GM Notes: 
  Ann Marie witnessed a ritual by Ethan and Miriam 
  that resulted in the death of several people she did not 
  recognize.  The authorities took her report, but nothing 
  was done about it, and, in the end, the Rutherfords 
  found out who the witness had been.  
  Ann Marie was called to the headmaster’s office, 
  where the Rutherfords confronted her about the report.  
  When Ann Marie denied having witnessed the murder, 
  she was taken into the back room of their apartment 
  and beaten.  Ann Marie was half dead when they 
  stopped beating her – Miriam healed her and she was 
  sent back to her class with strict instructions that this 
  was never to happen again.  That night, Ann Marie 
  threw herself from the dormitory window.   
  On the grounds, in front of the Main Hall, there is a 
  statue of Ethan Rutherford.  It was commissioned by 
  Miriam shortly after his death.  The eyes of the statue are 
  extremely lifelike, and it is said that the spirit of Ethan 
  Rutherford somehow watches over his school through the 
  eyes of the statue.  
  Students in the last ten years or so have taken to asking 
  “the old man” for a kind look on exam days, but there is 
  no proof that this superstitious practice has any effect on 
  the students’ scores.
  The headmaster’s office is one of the most uncomfortable 
  places at any school, but at the Academy, it brings whole 
  a new sense of fear and dread.  Aside from the normal 
  stresses of being in the headmaster’s office, Academy 
  students often feel an overwhelming evil in the office.  
  The power of the place seems to have taken over all 
  of the headmasters and –mistresses in its own time, 
  and there is speculation that the true reason for Trixi 
  Darrington’s car wreck was not the road conditions, but 
  her own desire to be free of the Office of Headmistress 
  before she succumbed to the evils that attached itself to 
  that building, school, and position.
  The third floor of the library houses the Rutherford 
  Academy’s extensive collection of rare and antique texts.  
  There have been numerous reports of strange occurrences 
  on the third floor – most of a general and benign sort.  
  The original librarian, Alexander Cramer, is said to 
  reside on the third floor, even though he has been dead 
  for many years.  He has been known to appear to students 
  who are searching for volumes and point them in the 
  right direction, or stand over a student who is talking a 
  bit too loud and look down his nose at them, just as he 
  did in life.  
  Some of the texts on the floor were, apparently, 
  heirlooms of a sort for the family of Ethan Rutherford.  
  He was very clear in his will, however, that all of his 
  belongings were to become the property of the school, 
  governed over by the Parents’ Council and headmaster.  
  There have been a few legal battles over particular 
  volumes that his family has requested be returned to 
  England, but the books have always remained on the 
  shelves at the Academy.  
  Scattered among the standard texts, the third floor 
  is home to Rutherford’s extensive occult library, and a 
  number of volumes that seem to be original journals.  
  These journals cannot be traced to any library collection 
  in the world.
  
  Modern Backdrops
  Page - 61
  Delora Valley
  Allen Kerridan’s Bridge Street Gallery
  Allen Kerridan’s oil paintings demand the highest prices.  
  He seldom consents to lithographs or prints of any kind, 
  preferring, in his own words, “to keep his art pure.”  
  Kerridan’s coastal landscapes and pastoral sailing ships 
  are not, however, his biggest sellers in the Bridge Street 
  Gallery.  
  The tastes in Delora Valley run a little more to the 
  obscure… the abstract… and it is the darker images, 
  especially his set inspired by the horror of the Spanish 
  Inquisition, that seem to command the dollars of the 
  Delora Valley social set.  Kerridan’s oils are prominent in 
  nearly every building in town.
  However, the popularity of this somber line has created 
  a change in Kerridan and the gallery.  He seems darker 
  now; brooding and intense, where he was once light-
  hearted and carefree.  The gallery has become a sort 
  of chamber of horrors, with the images that made him 
  famous rotting in a corner while these new paintings fill 
  the gallery.  Demons, vampires, sacrifice and slaughter 
  are the only themes that seem to be found hanging on the 
  walls.
  GM Notes: 
  Kerridan has been possessed.  The demon that now 
  paints through him thrives on visual stimulation, 
  and it uses Kerridan’s skill to create its own power 
  centers.  As the paintings are placed throughout town 
  – popular with the residents for their own reasons, not 
  the intervention of the demon – he gains power and is 
  slowly able to further his agenda.
  Statistical information on Kerridan and the demon is 
  found later in this section.
  The Home of Deliah Reynolds
  Deliah Reynolds, once a beautiful Hollywood starlet, 
  was a has-been when she purchased her home in Delora 
  Valley.   By the time her book, The Questionable Lifes of 
  Delora Valley was released in 1949, she had become the 
  ‘old maid’ in town – the busybody that other residents 
  treated with a strained respect, but still attempted to 
  avoid at all costs.   
  Her home, which among other oddities was the site 
  of her murder, was placed up for sale by the publishing 
  house that was foolish enough to bank on her name 
  bringing in the money.  Questionable Lifes was a flop, 
  and the house sold cheaply.  
  It has changed hands many times, and currently, 
  the ghost of Deliah Reynolds is said to frighten off 
  anyone who enters the place.  While the outside is kept 
  immaculate, so as not to disturb the appearance of Delora 
  Valley, the interior is filled with dust covered and rotting 
  furniture.  
  Deliah is not a violent ghost, but she is absolutely 
  unwilling to share her home with anyone.  Paranormal 
  investigators have been able to establish that her distrust 
  of visitors stems from the stories in Questionable Lifes, 
  but she has not cooperated with them in finding any way 
  to resolve the situation.  She simply does not trust anyone 
  and refuses to share her home.  
  The Estate of Isis DeCroix
  Isis inherited her home and her money from her mother, 
  Marguarite DeCroix, at the time of her death in 1984.  
  Then eighteen, Isis remained sequestered in the mansion 
  for six months after her mother’s death.  She had only 
  been out of the Academy and ‘back home’ for six weeks 
  when she found her mother floating in the swimming 
  pool.  
  When she emerged, she had become a completely 
  different person.  The quiet charm she had exhibited 
  throughout her young life was gone – replaced with a 
  sharp tongue, sinister wit, and relentlessly unforgiving 
  attitude.  Strange things tend to happen to people who 
  crossed beautiful Isis DeCroix.  Shortly after rejoining 
  society, Isis fired her entire staff.  They did not, according 
  to the speech she gave them, live up to the life she 
  planned to live.  She paid them a year’s worth of salary 
  and shooed them away, suggesting loudly that they leave 
  town altogether.  
  Rather than risk her anger, they all took their checks 
  and did just that.  Within a week, her house was re-
  staffed – each new employee coming to town with little 
  or no connection (or desire for connection) with the 
  world outside Delora Valley.  By 1988, the house and 
  grounds had been completely renovated, apparently all 
  during the night, and Isis threw a huge open house party 
  to celebrate.  
  She has continued to offer large amounts of money to 
  the Delora Valley town council, as well as the Rutherford 
  Academy.  She has remained unmarried, though it is 
  well-known that she has had numerous lovers over the 
  last several years.
  GM Notes: 
  Isis has been associated with a vampire tribe since 
  her graduation from the Academy.  After her mother’s 
  death, she chose to bring the tribe into the house, 
  which now belonged to her, and offer it to them as a 
  permanent base of operations.  In 1990, Isis was turned 
  into a vampire by the leader of the tribe, in thanks for 
  all she had done for them.  
  The Home of Trixi Darrington
  Trixi Darrington amassed a substantial fortune early in 
  her career by starring in several short-lived television 
  dramas, later called “soap operas.”  She bought her 
  property and began building her mansion very early in 
  her career, and, by the time it was complete, she had 
  already made several deals that she knew she might grow 
  to regret.
  The final pieces of landscaping done to Trixi’s manor 
  are the ones that seem to be the most problematic.  Trixi 
  commissioned a topiary zoo to be created near the south 
  wing of the house.  The zoo was beautifully sculpted, 
  but there was a very high price to be paid.  The designer, 
  apparently, wanted more than Trixi’s money for his work.  
  When she refused his advances, he left, swearing some 
  sort of revenge.
  
  Modern Backdrops
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  Delora Valley
  GM Notes: 
  The horticulture artist was a demon, and more than her 
  money, he wanted access to her bloodline.  When she 
  refused to have sex with him, he transformed into his 
  true form and called several of his underlings to inhabit 
  the grounds and, especially, the garden he had created.  
  The things have slowly driven Trixi to the edge of 
  insanity, and she took the job as headmistress of the 
  Academy largely to get away from the madness of her 
  own estate.  Finding, however, that the Academy was 
  just as bad, she attempted to kill herself by running her 
  car into a rocky hillside.
    
  The Shrine In Honor Of Derek Grantland
  Derek Grantland was one of the original residents of 
  Delora Valley.  At the time he settled in the area, he had 
  already retired from the ‘public scene.’  A celebrated 
  silent film star and radio personality, Grantland was never 
  comfortable in the transition to “talkies.”  He performed 
  an occasional radio production until the rise of television 
  ended his career entirely.  
  Grantland died quietly in his home, where his spirit 
  remains.  
  He is a gentle spirit and goes about his business with 
  no cares that there is another family now living in his 
  home.  Most of his belongings have been auctioned off, 
  but one room in the house has been turned into a shrine 
  to Grantland’s career.  Often, Grantland’s ghost is visible 
  in this room.  He sits in the armchair and looks back 
  through the memorabilia showcasing his career.  
  Grantland’s spirit is entirely harmless.
  Things to See
  The Rutherford Collection
  Ethan and Miriam Rutherford had quite a collection of 
  classical art pieces before they left England, and their 
  acquisition of such pieces did not stop when they reached 
  America.  In fact, by the time that Miriam died, the 
  collection rivaled many of Europe’s great museums, and 
  certainly shamed every curator in the United States.  
  The collection is now the property of The Rutherford 
  Academy, with the Parents’ Council and the Delora 
  Valley Town Council acting as regents for the collection.  
  The collection is reappraised every three years for 
  insurance purposes.  The last figure, which was recorded 
  last year, was just over $5.2 billion.
  Ethan Rutherford was a slightly eccentric collector by 
  nature and spent a great deal of his life going out of the 
  way to acquire many of the books housed in the King’s 
  Library of The Rutherford Academy.  The collection 
  includes family histories, journals, rare and exotic 
  texts, a number of rare first-printings, and a few books 
  which remain locked in the librarian’s office – listed as 
  “unreadable” and in need of translation.  
  In addition to Rutherford’s extensive collection, the 
  library also holds the collection of its first librarian, 
  Alexander Cramer.  Cramer, a friend of the Rutherfords, 
  migrated to the United States at Ethan’s request.    He 
  brought his own extensive collection of rare and exotic 
  texts with him, and added them to the collection already 
  in place.  When he died, the collection remained in 
  the hands of his dear friend, Ethan Rutherford, and 
  eventually was considered abandoned property and 
  assumed by the Rutherfords as part of their own 
  collection.
  GM Notes: 
  Everyone knows that Cramer and Rutherford were 
  deep into something in England, but they never told 
  anyone what it was.  Miriam found out shortly after her 
  marriage to Ethan, and was quickly brought entirely 
  into the fold in order to avoid more permanent means 
  of securing her silence.  
  Ethan and Alex were both destined to be Sentinels, 
  but after their training, decided their predestined future 
  was not the way they wanted to spend their lives.  
  Ethan thought he could avoid assignment by marrying 
  Miriam, but the society enlisted her rather than lose 
  him.  
  Ethan and Miriam fled to the United States, where 
  they could establish their own power sources and be 
  free of the Sentinels.  Shortly after the school’s site was 
  selected, Ethan sent a message to Alex that he should 
  join them and be free of the society.  Cramer left 
  England two days later.
  Hotel Eden
  From its grand opening celebration, the art and 
  furnishings of the Hotel Eden have been highly coveted 
  in the art world.  Many pieces are worth more than any 
  single employee of the hotel would earn in their lifetime.  
  A large amount of the collection came from overseas 
  markets – France, Portugal, and the United Kingdom 
  parting (often unknowingly) with some of their greatest 
  treasures in order for the Giovanni family to maintain 
  the aura of wealth that permeated the walls of the Hotel 
  Eden.  
  Any single room in the hotel is likely to boast nearly 
  $1 million worth of antiques and art (the only exception 
  being suite 14, which is less extravagant than the other 
  rooms, and worth only about $30,000).
  
  Modern Backdrops
  Page - 63
  Delora Valley
  GM Notes: 
  While some items within the Hotel Eden may or may 
  not have paranormal/supernatural connections, the 
  major point of interest is the amount of money a less-
  scrupulous and/or desperate character might be able 
  to get in an underground art market for the furnishings 
  and decorations of a few empty rooms.
  A full length mirror set in a heavy gold frame rests 
  just inside the doors of the Visions of Eve Salon.  Under 
  a casual examination, the mirror, while expensive, is 
  nothing more than an antique mirror.  Careful inspection 
  will reveal the intricate designs carved into the frame: 
  images of beasts, human faces with no eyes, demons and 
  angels dancing, and several couples in less than polite 
  positions can be observed.  Under intense investigation, 
  paranormal study, or when viewed by someone who has 
  had intimate contact with Shadow, the designs seem to 
  come alive and the mirror’s glass shimmers at the edges 
  near the frame.
  GM Notes: 
  The mirror is called l’ombre des morts.  The mirror 
  itself absorbs a bit of the essence of any who stare 
  directly into it for more than a few seconds.  
  The first hundred pieces of soul collected by the 
  mirror molded themselves into a new creature.  
  This creature collects bits of life force and molds 
  them into its servants.  
  These servants, in turn, escape through the gateways 
  at the edges of the mirror and attach themselves to 
  people of power.  Thus the creature that has been 
  created within the mirror is able to place its own 
  agenda in the minds and hearts of powerful people who 
  have looked into its domain.  The first person in Delora 
  Valley to be influenced by the mirror was Antonio 
  Giovanni – the thing within the mirror, in fact, is the 
  one that gave Giovanni the desire to build the hotel in 
  the first place.
  Game information regarding l’ombre des morts is 
  found later in this section.
   
  The Secret Garden
  In keeping with the theme carried over 
  from its parent establishment, the Secret 
  Garden is home to a wide variety of 
  exotic plants.  These plants are cared 
  for by a specially trained botany team 
  and have been the subject of many news 
  articles and documentaries.  One plant 
  in particular, however, stands out among 
  her counterparts.
  The Blood Rose, whose name 
  (according to the public) comes from its 
  rich crimson blossoms is an extremely 
  rare vine.  It boasts large, dark red 
  blooms and long, nearly razor-sharp 
  thorns.  Unlike most roses, it thrives in 
  shadow and will actually wither under 
  prolonged exposure to direct sunlight.  
  Some groups have tried to transfer the 
  vine by taking cuttings, but none of their 
  cuttings have survived.
  The vine is possessed, the staff 
  whisper, by the spirit of a vengeful 
  young girl who fell prey to a vampire 
  in the booth nearest the vine’s planter.  
  While the vampire fed, however, he also 
  fell prey to the vine, deeply piercing his 
  own skin as he drained the life from the 
  girl.
  The vine apparently inherited both the girl’s angry 
  spirit and the vampire’s need for blood.
  Game information on the Blood Rose is found later in 
  this section.
      
  Seaside Rendezvous
  Hanging on the wall, behind the bar, is a seven foot clam 
  shell.  Any close examination of the shell will show 
  that it is, however picturesque and incredibly unlikely, 
  entirely genuine.  
  There are, however, a few fundamental differences 
  between this shell and others of its species.  
  The first is, of course, the incredible size of the thing 
  – too large even to be used as a prop for a live version of 
  The Birth of Venus.  
  The second, much harder to discern than the first, is its 
  incredible psychic power.  
  Unlike a “typical clam shell,” this shell was more 
  than a home to the creature that once lived within it… 
  it is, itself, a living creature.  A completely benevolent 
  creature, the shell uses its incredible power to ease the 
  emotions of the patrons, and, occasionally, bend reality in 
  such a way as to benefit particularly desperate and lonely 
  individuals.  
  L’ombre des morts
  When an individual gazes into the mirror for more than a few 
  seconds, a tiny piece of their psyche is taken from them and stored 
  within the mirror.  
  The controlling force of the mirror belongs to a being created from 
  the souls of one hundred angry wizards who had been sentenced to 
  death by the fledgling Church.  The being created when their souls 
  merged is strongly against any sort of organized power structure (that 
  doesn’t have itself at the center) and has been able to attach itself to 
  several important residents of Delora Valley.
  When the mirror reattaches itself, the character must make a Will 
  Save (DC 15) or become influenced by the mirror’s desires.  The 
  mirror is more likely to attach itself to those who have power in its 
  current surroundings – and the more power the victim holds, the 
  more the mirror will try to gain influence.
  If the character is able to resist the mirror’s first attempt, and the 
  mirror considers the target an important addition, it will continue 
  to attack the target.  Each time the mirror tries to attach itself to the 
  person, the DC for the will save increases by 1.
  Neither the acquisition of part of the gazer’s soul, nor the mirror’s 
  psychic attachment, inflicts any damage to the target.
  L’ombre des mortes has a hardness of 10, 150 hit points, Break DC 
  25, SR 2, and is immune to cold, sonic, heat, and acid based attacks.  
  Type: Artifact (magic); Caster Level: --; Purchase DC: 75; Weight: 
  120 lb
  
  Modern Backdrops
  Page - 64
  Delora Valley
  Its power has never been corrupted by the ambient 
  evil of Delora Valley, and prominent parapsychologists 
  theorize that the shell does its best to work as a balancing 
  force against the evils that thrive around it.
  Game information for the shell is found later in this 
  section.
  Ambiance
  Although most guests tend to order mixed drinks and 
  fine wines, there is the occasional couple who calls 
  for a bottle of champagne.  Due to the nature of the 
  community, there is a certain level of sophistication 
  expected at such an establishment, and so there must be, 
  on hand, a fine set of champagne flutes for use on special 
  occasions.  
  The flutes used at the Ambiance, however, seem to 
  possess a special quality – use of the flutes seems to 
  greatly cloud, and at times negate entirely, memories of 
  the evening when they were used.    
  The Art Collection of Isis DeCroix
  Isis DeCroix’s exotic tastes and life long association 
  with the occult have created an art collection in her home 
  that is a far cry from any of the other collections in town 
  – perhaps even in the world.
  The last appraisal of her collection, based on their 
  value as antiques alone, placed the lot at just under $3 
  billion.  Each piece in her collection has some mystical 
  and/or paranormal value – usually worth far more to 
  someone than the antique value alone.  
  Several pieces are housed in an underground vault, 
  hidden from everyone but Isis and her staff.  
  GM Notes: 
  Pieces in Isis’ collection could be associated with any 
  critter used in your game.  Specific demons, particular 
  breeds of beasts, or more ‘generic groups,’ i.e. this 
  talisman will grant any evil creature a bonus to his 
  intimidate check.  The beauty of her collection is 
  simple…  It’s probably all there.
    
  The Jewelry Collections of Trixi Darrington 
  And Geneva Giovanni
  Interest in Darrington and/or Giovanni’s jewels is 
  entirely monetary.  The women share a love of lavish 
  jewels, and their collections are each worth millions of 
  dollars.  Industrious and unscrupulous characters could 
  make a lot of money if they could get their hands of the 
  ladies’ collections.  The trick, of course, is getting to 
  them.  Both collections are heavily guarded and neither 
  Trixi nor Geneva is very kind to thieves.  
  Alex Cramer (Ghost) 8th Level (Dedicated 3/Smart 5): CR 10; Medium undead (Ghost); HD 8d12; HP 52; 
  Massive Damage -; Init +4; Spd Fly 30 ft.(Perfect); Defense 18 (14 from Ethereal attackers), Touch 18, Flat-
  Footed 18 (+4 Class, +4 Charisma); BAB +4; Atk +4 ranged (1d6 improvised weapon- wielded telekinetically); 
  Full Atk +4 ranged (1d6 improvised weapon- wielded telekinetically); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  Manifestation, Rejuvenation, Telekinesis, Empathy, Intuition; AL; Occupation Academic; Wealth -; SV Fort +3, 
  Ref +2, Will +5; AP 4; Rep +3; Str 12, Dex 11, Con 0, Int 13, Wis 10, Cha 18.
  Skills: Knowledge (Theology and Philosophy) +13, Treat Injury +6, Listen +6, Sense Motive +6, Knowledge 
  (Arcane Lore) +13, Knowledge (History) +13, Research +10, Search +8, Investigate +8, Knowledge (Current 
  Events) +10, Knowledge (Popular Culture) +3 
  Feats: Simple Weapon proficiency, Alertness, Educated (Theology and Philosophy, Arcane Lore), Educated 
  (History, Current Events), Archaic Weapon Proficiency, Improved Initiative, Iron Will, Studious
  Drake Forester 8th Level (Charismatic 4/Smart 4): CR 8; Medium humanoid; HD 8d6+8; HP 44; Massive 
  Damage 12; Init; Spd 30 ft.; Defense 15, Touch 12, Flat-Footed 15 (+2 Class, +3 Equipment); BAB +4; Atk +5 
  ranged (2d6 Glock 17); Full Atk +5 ranged (2d6 Glock 17); FS 5 ft by 5 ft; Reach 5 ft; SQ Charm, Favor, Savant 
  (Knowledge Business), Plan; AL Isaiah Jordan; Occupation Dilettante; Wealth +20; SV Fort +3, Ref +4, Will +6; 
  AP 4; Rep +5; Str 10, Dex 11, Con 12, Int 14, Wis 13, Cha 15.
  Skills: Bluff +11, Diplomacy +11, Gather Information +11, Intimidate +13, Knowledge (Behavioral Sciences) 
  +9, Knowledge (Business) +17, Knowledge (Civics) +9, Knowledge (Current Events) +13, Knowledge 
  (Streetwise) +13, Computer Use +9, Forgery +9, Research +9, Search +9
  Feats: Simple Weapon proficiency, Windfall, Trustworthy, Combat Expertise, Iron Will, Personal Firearms 
  proficiency, Armor Proficiency (light), Weapon Focus (Glock 17), Deceptive
  Possessions: Undercover Vest, Glock 17
  Cicili Tran 8th Level (Charismatic 3/Personality 5): CR 8; Medium humanoid; HD 8d6+8; HP 48; Massive 
  Damage 12; Init +1; Spd 30 ft.; Defense 14, Touch 14, Flat-Footed 13 (+3 Class, +1 Dexterity); BAB +3; Atk +3 
  melee (1d3 nonlethal Unarmed Strike); Full Atk +3 melee (1d3 nonlethal Unarmed Strike); FS 5 ft by 5 ft; Reach 
  5 ft; SQ Charm, Favor, Unlimited Access, Bonus Class Skill (Gather Information), Royalty, Winning Smile; AL 
  Isaiah Jordan; Occupation Dilettante; Wealth +20; SV Fort +6, Ref +6, Will +3; AP 4; Rep +11; Str 10, Dex 12, 
  Con 12, Int 14, Wis 13, Cha 16.
  Skills:  Bluff +14, Diplomacy +14, Disguise +9, Perform (acting) +16, Gather Information +14, Knowledge 
  (History) +8, Knowledge (Popular Culture) +13, Perform (Dance) +16, Knowledge (Streetwise) +13
  Feats: Simple Weapon proficiency, Renown (x2), Combat Expertise, Windfall (x3), Creative (Acting, Dancing) 
  
  Modern Backdrops
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  Delora Valley
  Supernatural Residents
  The Rutherford Academy ghosts
  Ann Marie Monitor
  The second-year student who flung herself from her 
  dormitory window, Anne Marie still resides in the 
  dormitory, and is harmless, although extremely pained.
  Ethan Rutherford
  In a hurried escape from his destiny, Ethan forgot that the 
  people he was to serve did not take kindly to cowards.  It 
  was decided by the Conclavis Sentire that, since he cared 
  so much for this school of his, that he should remain 
  there.  His spirit was bound to the place without his 
  knowledge and has left him somewhat stir crazy.  He is 
  approachable, and a great wealth of information, if the 
  characters can force their way past his insanity.
  Victoria Rutherford
  Ethan and Miriam’s daughter, Victoria was born shortly 
  after their arrival in Delora Valley.  She vanished from 
  the Academy grounds in 1953, and was not seen for forty 
  years.  In the fall of 1993, as the new class of students 
  enrolled, she was seen walking through the campus.  It 
  took the observation of several students to learn her 
  identity, but they were finally able to find an old picture 
  in an archive.  Victoria is a friendly child, playing games 
  and dancing merrily through the campus on sunny days 
  and warm nights.
  Alexander Cramer
  Cramer, like his friend Ethan Rutherford, was destined to 
  be a Sentinel.  His entire life had been one long training 
  session, leading up to his own initiation and intense 
  training.  In the end, however, he and Ethan shared a 
  common disdain for the sort of assignments they would 
  be handed.  
  When Ethan wrote with news of a school in California, 
  Alex leapt at the chance to escape.  He packed up his 
  books and weapons, and booked passage on the next 
  ship he could find.  Over the years, Alex became an 
  accomplished sorcerer.  His magic was the backbone of 
  rituals presided over by Ethan and Miriam Rutherford – 
  meant to ensure success of the Academy and its students.  
  He was the first to put up defenses when supernatural 
  beings were drawn toward the paranormal powerhouse 
  that seemed to be an underlying force at the Academy.  
  When he died, his spirit refused to leave the King’s 
  Library – which had become his responsibility upon 
  arriving at the Academy.  
  There is some question as to the circumstances of his 
  death – for even though he was quite old, he was still 
  remarkably fit.  
  Game information on Cramer’s ghost is found later in 
  this section.
  The Civic Center Guardian
  Beneath the stylish Art Nuevo inspired building that 
  houses the Delora Valley Civic Center, lives a huge 
  serpent.  Aside from its incredible size, there is nothing 
  particularly spectacular about this snake.  Witnesses 
  believe that the creature is somehow related to the 
  Isis DeCroix 3rd Level (Charismatic 3): CR 3; Medium undead; HD 3d12; HP 23; Massive Damage -; Init +8; 
  Spd 30 ft.; Defense 15, Touch 15, Flat-Footed 11 (+1 class, +4 Dexterity); BAB +1; Atk +5 melee (1d6+4 slam); 
  Full Atk +5 melee (1d6+4 slam); FS 5 ft by 5 ft; Reach 5 ft; SQ Charm, Favor, Blood Drain, Create Spawn, 
  Domination, Energy Drain, Alternate Form, Fast Healing 5, Gaseous Form, Cold Resistance 20, Electricity 
  Resistance 20, Spider Climb, Turn Resistance, Darkvision; AL; Occupation Dilettante; Wealth +8; SV Fort +2, 
  Ref +4, Will +1; AP 2; Rep +2; Str 19, Dex 19, Con 0, Int 13, Wis 15, Cha 22.
  Skills: Bluff +12, Diplomacy +12, Gather Information +12, Intimidate +12, Knowledge (Streetwise) +7, 
  Knowledge (Arcane Lore) +7, Knowledge (Current Events) +7, Knowledge (History) +7 
  Feats: Simple Weapon proficiency, Lighting Reflexes, Combat Reflexes, Improved Initiative, Dodge
  Special: Vampiric Weaknesses: Direct Sunlight, Garlic, Holy Symbol, Inviolate Sanctuary, Mirror, Running 
  Water, Wooden Stake
  Edward Granelli 12th Level (Tough 4/Bodyguard 8):  CR 12; Medium humanoid; HD 4d10+8d12+31 (+24 
  Con, +4 Robust, +3 Toughness); HP 105; Massive Damage 15; Init +3; Spd 30 ft.; Defense 25, Touch 20, Flat-
  Footed 22 (+7 Class, +3 Dexterity, +5 Equipment); BAB +9/+4; Atk +11 (1d4+2 Combat Martial Arts) +12 
  ranged (2d6 Beretta 93R); Full Atk +11/+6 melee (1d4+2 Combat Martial Arts) +12/+7 ranged (2d6 Beretta 
  93R); FS 5 ft by 5 ft; Reach 5 ft; SQ Remain Conscious, Robust, Harm’s Way, Combat Sense +2, Sudden Action, 
  Improved Charge, Defensive Strike; AL S’dahll; Occupation Criminal; Wealth +8; SV Fort +8, Ref +10, Will +3; 
  AP 6; Rep +3; Str 14, Dex 16, Con 15, Int 12, Wis 11, Cha 10.
  Skills: Concentrate +8, Intimidate +15, Drive +20, Knowledge (Streetwise) +16, Craft (Mechanical) +5, Spot 
  +5
  Feats: Simple Weapon proficiency, Personal Firearms proficiency (from Occupation), Toughness, Vehicle 
  Expert, Armor Proficiency (light), Armor Proficiency (medium), Advanced Firearms proficiency, Combat 
  Expertise, Combat Martial Arts, Combat Reflexes, Point Blank Shot, Double Tap
  Possessions: Beretta 93R, 4 clips 9mm ammunition, Light-Duty Vest, Tactical Vest (stored), Ak-47 (stored), 4 
  clips 7.63 mm ammunition (stored)
  
  Modern Backdrops
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  Delora Valley
  pseudechis porphyriacus (the Australian Red-Belly Black 
  Snake). 
  At least one person, however, understands that the 
  snake is something more.  Edward Granelli, the current 
  commander of the Delora Valley Security Taskforce has 
  spent several years serving the beast.  
  GM Notes: 
  Granelli’s master, the serpent-like fiend known as 
  S’dahll, has rewarded Eddie’s faithful service by 
  granting him certain characteristics which have 
  become legendary in his crime-fighting career.  Game 
  information on S’dahll is found later in this section.  
  The Newest Residents of Delora Valley
  Something about the opulence and glamour of Delora 
  Valley just attracts the wrong sort of people.  Founded 
  by the mafia and made popular by Hollywood, there 
  was only one thing missing from the insanity of Delora 
  Valley: death.  
  But when the demons, vampires, and other beasts 
  began to move in, that set of odds was quickly covered.  
  When evil moved in, the town became even more 
  powerful… and more deadly.  Nearly every building 
  in town has a vampire or demon associated with it – as 
  tenant, employee, owner, or squatter.
  There is a large den in Isis DeCroix’s home, as well as 
  a smaller tribe working in the Hotel Eden as night maids 
  and bellhops.
  GM Notes: 
  Like Isis DeCroix’s art collection, the number of 
  beasts and their particular associations are limited 
  only by your use of the homes and businesses as 
  locations worth expansion.  Any home, any hotel room, 
  any coffee house or art gallery can house a demon, 
  vampire, or beast of some sort.
  Delora Valley’s Dark Secrets
  Family Business
  All the worst mafia stories regarding Delora Valley are 
  true.  It is a money laundering front for Giovanni family 
  businesses, a safe-haven for hit men and others who need 
  a place to lay low for a while.  The Giovanni family will 
  always run Delora Valley, regardless of who is elected to 
  the Town Council.  This is an established fact, and not 
  one that anyone dares to question or challenge.
  The Suicide Solution
  Ann Marie Monitor’s death was neither unexpected nor 
  accidental.  When she stumbled onto Ethan and Miriam’s 
  ritual, she was marked.  The Rutherfords, Alex Cramer 
  and Geneva Giovanni all saw the mark and worked 
  toward her eventual suicide.  Throwing herself from the 
  window seemed the simplest way to make the voices 
  – which ultimately belonged to Alex Cramer and Miriam 
  Rutherford – stop plaguing her about the ritual mass 
  murder she had witnessed.
  The Perfect Wife
  Geneva (Castiglione) Giovanni is responsible for more 
  of the mafia-related deaths in and around Delora Valley 
  than her husband and father-in-law combined.  Her short 
  temper and swift justice make her one of the most feared 
  women on the west coast.  She will order a murder at the 
  drop of a hat and move through anything or anyone that 
  gets in her way.  One of the local vampires has his eye on 
  her, hoping to convince her to become part of his tribe, 
  but he has been unsuccessful in his attempts so far.
  Plot Hooks
  Level I
  Estephan’s Revenge
  The PCs are somehow affiliated with Estephan’s crime 
  network in Las Vegas.  Estephan loves his uncle dearly, 
  but Geneva is another matter entirely.  He’s had enough 
  of the dominating bitch.  He sends a group of his best 
  men (this will include the PCs) to “quietly deal with” the 
  woman that made his young life a living hell.
  Allen Kerridan 3rd Level (Fiendish Vessel) (Charismatic 3): CR 9; Medium fiend; HD 3d6; HP 11; Massive 
  Damage 10; Init +0; Spd 30 ft.; Defense 20, Touch 20, Flat-Footed 20 (+9 natural, +1 Class); BAB +1; Atk +1 
  melee (1d6+poison bite); Full Atk +1 melee (1d6+poison bite); FS 5 ft by 5 ft; Reach 5 ft; SQ Charm, Favor; AL 
  S’dahll; Occupation Celebrity; Wealth +15; SV Fort +2, Ref +2, Will +1; AP +1; Rep; Str 8, Dex 10, Con 10, Int 
  14, Wis 10, Cha 18.
  Skills: Craft (Visual Art) +11, Diplomacy +10, Gather Information +10, Knowledge (Arcane Lore) +8, 
  Knowledge (Art) +8, Knowledge (Current Events) +8, Knowledge (Popular Culture) +8, Knowledge (Theology 
  and Philosophy) +8, Bluff +10
  Feats: Simple Weapon Proficiency, Creative, Renown, Windfall (x2)
  Special: Kerridan has been possessed by S’dahll, and now has all of that creature’s spell-like abilities, 
  immunities, and vulnerabilities. His bite is also poisonous, with a save DC of 12, Initial and Secondary damage 
  1d3 Dexterity. Kerridan also possesses S’dahll’s Snake Gaze, with a Will save DC of 14.
  
  Modern Backdrops
  Page - 67
  Delora Valley
  GM Notes: 
  The PCs are not necessarily a willing part of 
  Estephan’s network, but are associated with it in one 
  way or another.  They may be the children of his 
  associates, under cover police officers, they may owe 
  Estephan money, or they may simply be ‘punk kids’ 
  who have been offered a chance to make a quick buck.
  Fashion Police
  The PCs are in the employ of one of the lower levels 
  of Department 7.  They are sent by their commanding 
  officer to perform recon on the mafia activity in Delora 
  Valley.  The Department, of course, expects the agents to 
  run into some sort of supernatural problem, but if they 
  stick to their mission – simply gaining all the information 
  they can about the Giovanni family – they should be able 
  to report back to headquarters without any encounters… 
  but with some strange stories about Geneva’s activities.
  Level II
  Reflection
  Guests at the Hotel Eden have always spoken of the 
  strange and disturbing sight of the men who seem to be 
  trapped in the reflecting pool.  But the workers buried 
  beneath the pool have become more restless – more 
  desperate to escape their eternal prison.  
  The Hotel Eden Assistant Manager, Trevor Davies, has 
  hired a team of paranormal investigators to discover the 
  source of the men’s disturbance.  The PCs may be part 
  of the investigation team, the team’s support crew, hotel 
  guests, or curious on-lookers.  Careful and thorough 
  investigation will uncover the source of the men’s 
  agitation – a demon’s nest that has been formed directly 
  beneath the pool.
  Overdue
  The PCs, students at the Academy, are cramming for 
  finals on the third floor of the King’s Library.  The ghost 
  of Alex Cramer, always ready to assist the students, 
  glides from table to table, pointing out volumes that 
  might assist the students and smiling kindly when they 
  yawn and stretch.
  According to the library’s wall clock, the study session 
  breaks up about 11:30, but as students try to leave, they 
  are confronted by an extremely angry Cramer.  The spirit, 
  through a sort of pantomime, accuses the characters of 
  stealing one or more of the library’s priceless volumes.  
  While the students attempt to convince Cramer of their 
  innocence, the apparition zeroes in on the missing 
  volume – nestled in the bottom of one of their backpacks.
  S’dahll “the sleeper below” (Serpent Fiend): CR 14; Gargantuan outsider; HD 16d8; HP; Massive Damage 24; 
  Init -2; Spd 20 ft.; Defense 24, Touch 24, Flat-Footed 24 (+18 Natural, -4 Size); BAB +15/+10/+5; Atk +28 melee 
  (2d8+13+poison bite); Full Atk +28/+23/+18 (2d8+13+poison bite); FS 30 ft by 30 ft; Reach 15 ft; SQ spell-like 
  powers and immunities (see below); AL chaos, evil, power; Occupation -; Wealth -; SV Fort Ref Will; AP; Rep; 
  Str 36, Dex 6, Con 24, Int 12, Wis 14, Cha 16.
  Skills: Knowledge (Arcane Lore) +21, Knowledge (Theology and Philosophy) +21, Knowledge (History) +21, 
  Escape Artist +18, Balance +16, Hide +18, Move Silently +18
  Feats: Stealthy, Power Attack
  Snake Gaze (Ex): Anyone meeting S’dahll’s gaze must make a Will save (DC 21) or be mesmerized, unable to 
  move or look away for one round. On the next round the save may be rerolled.
  Poisonous Bite (Ex): S’dahll’s bite carries a paralytic poison. DC 22, Initial and Secondary damage 1d6 
  Dexterity. A victim whose dexterity is reduced to 0 is unable to breath, and will suffocate without CPR or other 
  aid being applied (in other words the victim will perish unless under the constant care of someone with the Treat 
  Injury skill or hospitalization until Dexterity becomes 1).
  Possession (Su): S’dahll may attempt to possess anyone who comes within 240 feet of his resting place. 
  If a personal effect of someone is within that range, S’dahll may attempt possession at any distance. See the 
  possession rules in the new rules section at the end of this book.
  Dreamweaving (Su): S’dahll can invade the dreams of others, causing them to have horrible nightmares. These 
  dreams progress in stages. Until a victim fails a save against Stage 1, S’dahll cannot inflict Stage 2, and so forth. 
  S’dahll can inflict up to 4 dream attacks per evening, but never more than one against the same target.
  Stage 1 requires a Will save (DC 21) or the victim is fatigued the next day. Stage 2 requires a Will save (DC 23) 
  or the victim is exhausted until the dream attacks are halted.  Stage 3 and on will be semi-prophetic visions which 
  will attempt to lead the PCs either to Granelli, Kerridan, or S’dahll itself (particularly if the creature has recently 
  been awakened).
  Creatures with an Allegiance to S’dahll communicate with the creature nightly through their dreams, and 
  receive instructions, or helpful advice from it (Granelli has used these prophetic dreams to enhance his law-
  enforcement career).
   Spell-like abilities (Su): S’dahll can use the following abilities at a caster level equal to his HD. Animate Dead 
  3/day, Bane at will, Invisibility 3/day, Charm monster 3/day
  Immunities and Resistances (Ex): Immunity to Poison, Fire Resistance 20, Damage Reduction 15/+1
  Vulnerabilities: Holy Water causes S’dahll to take 2d4 points of damage; a weapon blessed by an Acolyte of 
  5th level or higher ignores the creature’s damage resistance.
  
  Modern Backdrops
  Page - 68
  Delora Valley
  GM Notes: 
  This particular text is actually the prison of a 
  particularly nasty demon.  His captivity is dependant 
  on two conditions – the book must remain closed, 
  and the incantation to call him must never be used 
  within thirteen feet of the volume.  Care of this 
  demonic prison was Cramer’s first assignment as a 
  Sentinel, and he has, from that time, never left the book 
  anywhere that it might be opened.  Cramer is, more 
  than anything, trying to get the book back – but rumors 
  of his involvement with dark sorcery have remained 
  whispered in the halls of the Academy, and his short 
  temper will likely cause the characters to think he 
  means them harm.
  Level III
  Open House
  One of the PCs receives a lavender envelope in the mail.  
  His/her name and address are written in a beautiful 
  script with silver ink. 
  Inside the envelope is an invitation to a party at the 
  home of Trixi Darrington – described on the invitation 
  as an open house, the recipient is invited to attend the 
  gala event and to bring with him/her as many friends and 
  acquaintances as would care to attend.  
  No rsvp is required, it reads.  Just attend.
  When the PCs arrive, they are met by a wheel-chair 
  bound Darrington.  She has become a rather pale image 
  of her former glory – actually appearing to the characters 
  as a “has been soap star.”  She is desperate for company 
  and assistance, she informs them.  
  A man who once cursed her is coming back, she says.  
  She can feel it.  And she fears for her life.  The recipient 
  of the invitation is the only person she knew she could 
  trust (motive is entirely circumstantial and up to the GM).  
  As she pours out her story, a car pulls up outside and 
  Trixi’s face goes white.  She stops talking mid-sentence.
  “Oh god, it’s him…”
  GM Notes: 
  The man arriving in the car is the demon that created 
  her topiary zoo.  Trixi’s car wreck called him back to 
  this place – his desire for revenge bringing him back to 
  Delora Valley when she was vulnerable.  He believes 
  he is owed the price he intends to collect… but as far 
  as Trixi was concerned, the only payment he would 
  ever receive would be monetary.  She predicted his 
  return and sent for help – she got the PCs
  Dreamweaver
  The PCs, all residents of Delora Valley (students, starlets, 
  and servants are likely choices), are plagued with strange 
  and unsettling dreams.  Although everyone’s dreams are 
  unique, they all have one thing in common.  They always 
  end with the dreamer walking into Allen Kerridan’s 
  Bridge Street Gallery.  
  The PCs investigate the gallery and find that Kerridan 
  has gone missing.  His latest painting, half finished, sits 
  on an easel in the back of the room.  While there is no 
  way to tell for sure, the painting seems to be of the PCs 
  (down to clothing details) – they are half painted against 
  a dark and cloudy background.  There is no indication 
  of where they are, but one thing is certain – they are not 
  happy to be there.  The PCs are fascinated by the picture; 
  unable to turn away from it for an undisclosed length of 
  time.  
  The sound of a door opening jars them back to 
  reality… or does it?  The group stands in a darkened 
  room with mist swirling around them.  On the wall in 
  front of them, there is a painting of their fairly normal-
  looking and calm group, staring back at them from the 
  interior of the Bridge Street Gallery.  
  Behind them, Kerridan chuckles.  
  “There is no way back from here,” he tells them.  “Not 
  unless he lets you out.”
  This is the part of Kerridan that still lives in spite of 
  the possession.  He is kept  within the mind of the demon 
  that possesses his body – where the PCs are now.  The 
  only way out is to resolve the dreams they have been 
  plagued with; the ones that brought them to the gallery in 
  the first place.
  GM Notes: 
  The demon that possesses Allen Kerridan will do 
  everything in its power to keep the PCs prisoner 
  within its mind.  It is growing bored with Kerridan’s 
  personality, but must retain part of his psyche in order 
  to access his artistic talent.
  The demon attaches itself to mistakes and “what-
  if”s in the character’s subconscious.  If the group has 
  been together for a while, the GM might choose failed 
  missions or dead comrades to use against them in their 
  dreams.
  
  Modern Backdrops
  Page - 69
  Delora Valley
  The Shell
  The being that is now the shell behind the bar at 
  the Seaside Rendezvous began its service as the 
  guardian of a small group of natives who solicited 
  the assistance of “the spirits” in a battle against evil.
  In spite of the significant reinforcement, the 
  natives lost their battle, and the being that had 
  answered their call for aid was captured by the 
  attacking forces.  The prisoner was too powerful to 
  be destroyed, but the victors were able to change it 
  into a form they felt would be less harmful to them.
  The village was entirely destroyed.
  The Shell now takes steps to remain in place to 
  combat (as well as it can) S’dahll.
  The Shell: CR 16; Medium construct; HD 14d10+10 
  18087 Mas -; Init +0; Spd --; Defense 13, touch 5 
  (+8 natural); Hardness 30; BAB +14; Grap -; FS 5 ft. 
  by 5 ft.; Reach -; SQ: construct qualities, spell like 
  abilities, immunity to electricity, immune to cold, 
  immune to acid, regeneration 5; AL good, law; SV 
  Fort -, Ref -, Will +14; AP 0; Rep +0; Str --, Dex --, 
  Con --, Int 15, Wis 20, Cha 1.
  Spell Like Abilities: 1/day – Restoration, Raise 
  Dead. 3/day – Faith’s Fury (DC 19), Flaming Wrath 
  (DC 20), Lesser Restoration,. At will - Dispel Magic, 
  Remove Curse, Remove Disease, Remove Fear.  
  Always Active - Discern Lies, Tongues.
  Skills: None.
  Feats: None.
  Advancement: None
  Blood Rose
  The Blood Rose is created under a very specific set 
  of circumstances.  The rose’s thorns must draw the 
  blood of a vampire for at least three rounds while he 
  feeds on his victim.  If the thorn remains in contact 
  with the vampire’s fresh blood, it will absorb aspects 
  of both the vampire and its victim through the blood.
  The Blood Rose inherits the victim’s pain and fear, 
  leaving a small part of the victim’s consciousness 
  alive within the rose.  This small bit of humanity 
  keeps the rose from destroying those who care for it.  
  It also inherits several vampire-like abilities from the 
  blood of the vampire who creates it.
  Species Traits:
  Plant: Blood Roses have the traits and immunities 
  common to plants.
  Improved Grab (Ex): To use this ability, a blood 
  rose must hit with its thorn attack.
  Blood Drain (Ex): The Blood Rose can suck 
  blood from a victim through its incredibly long 
  thorns.  The vine must make a successful grapple 
  check in order to pin its victim.  The vine deals 
  1d4 points of temporary Constitution damage each 
  round the pin is maintained.  The vine must feed for 
  a minimum of five rounds every twenty-four hour 
  period.
  Domination (Su): As an attack action, the Blood 
  Rose can hypnotize an opponent by drawing its 
  victim near with its fragrant blossoms.  The Blood 
  Rose can dominate one target at a time.  If the target 
  fails a Will save (DC 16) it will be hypnotized by the 
  vine and will remain in the rose’s grasp until the rose 
  feeds its fill or allows its victim to leave.
  Damage Reduction 15/+1 (Su): In campaigns 
  without magic weapons, the GM can disregard the 
  blood rose’s damage reduction, change it to 15/silver 
  or 15/wood, or apply the damage reduction only to 
  certain types of weapons (ballistic, bludgeoning, 
  piercing, slashing, or sonic/concussion).
  Fast Healing 5 (Ex):  The Blood Rose heals 5 
  points of damage each round as long as it has at least 
  one hit point.  If reduced to 0 hit points or lower, the 
  vine appears to wither and will sit dormant until the 
  following sunset or until it is fed.
  Cold Resistance 15 (Ex): A blood rose ignores 
  the first 15 points of cold damage from any cold-
  based attack.
  Electricity Resistance 15 (Ex): A blood rose 
  ignores the first 15 points of electricity damage from 
  any electricity-based attack.
  Darkvision (Ex): The Blood Rose has darkvision 
  with a range of 60 feet.
  Vulnerabilities: Like it’s vampire creator, the 
  Blood Rose suffers when faced with direct sunlight.  
  Exposure to any amount of direct sunlight for more 
  than one round will result in 2d6 points of damage.  
  If the Blood Rose is exposed to direct sunlight for 
  more than 3 rounds, it will wither and die.  
  Blood Rose: CR 4; Medium Plant; HD 6d8+6; hp 
  39; Mas 13; Init +2; Spd 10 ft.; Defense 18, touch 
  11, flat-footed 15 (+2 Dex, +6 natural); BAB +4; 
  Grap +8; Atk +8 melee (1d4+4, thorn); Full Atk +8 
  melee (1d4+4, thorn); FS 5 ft. by 5 ft.; Reach 5 ft.; 
  SQ plant, improved grab, blood drain, domination, 
  DR 15/+1, fast healing 5, cold resistance, electricity 
  resistance, darkvision 60 ft.; AL chaos, evil; SV Fort 
  +6, Ref +4, Will +2; AP 0; Rep +0; Str 19, Dex 15, 
  Con 13, Int -, Wis 10, Cha 14.
  Skills: None.
  Feats: None.
  Advancement: None
  
  Modern Backdrops
  Page - 70
  Dunklin 
  Dunklin
  Dunklin is viewed by outsiders as “just 
  another farm town.”  There is little 
  spectacular about the city, and all that is 
  spectacular is antique.  The only reason for 
  people to visit there is if they have family 
  there… but the family would sooner come 
  visit you than have you come to Dunklin.  
  The only things about Dunklin that are even 
  passingly interesting are the things that 
  make the cover of the National Enquirer.
  What Every School Kid 
  Knows
  The city of Dunklin grew to its bustling 
  980,000 people largely due to the huge 
  farms that sprang up in the fertile flatland.  
  It has never been the site of any major 
  artistic advances, although it tries very hard 
  to appear sophisticated.  Dunklin’s attempts at remaining 
  on the cutting edge, however, have fallen short time and 
  again.  
  The appearance of Dunklin varies widely within 
  the city limits and into the outlying areas.  Typical of 
  many larger cities, the appearance and repair directly 
  correspond to the amount of money in the area.  The 
  town is separated into several neighborhoods – cut off 
  from one another by social and economic issues – and the 
  lines between them are very clear.  Money moves south 
  in Dunklin, and nearly anything in town that is north of 
  the Dunklin College campus is considered under par.
  The following population information was gathered 
  from the last regional census.
  Racial/Occupational (as reported):
  25%  
  Migrant farm workers 
  35%  
  Assorted minority/non-migratory
  37%  
  White (not of Hispanic decent) 
  3% 
  Mostly white/business leaders
  Economic Standing (as reported):
  17% 
  Below national poverty level 
  20% 
  Are considered “Upper Middle Class”
  45% 
  Are considered “lower middle class”
  15% 
  Are considered “middle class” 
  3% 
  Are well-above national average
  Rumors
  Dunklin’s Turner Theater is now a historical landmark, 
  but in its heyday, there was a rash of disappearances and 
  unexplained murders that bore a striking resemblance to 
  Gaston Leurox’s Phantom of the Opera.
  The beautiful downtown area is understood to be 
  a safe place – as long as the sun is shining.  After 
  dark, however, it is best to steer clear of the old brick 
  buildings.  Several people have vanished over the years, 
  and there has been no resolution to any of the cases.
  Hundreds of strange and unidentifiable beasts run 
  rampant on the Dalles Castle grounds.  These creatures 
  cannot be explained by any scientific evidence and they 
  are incredibly adept at evading capture.  The beasts have 
  been responsible for the deaths of several park patrons 
  over the years. 
  The old buildings, although they have been rebuilt 
  several times, still house the ghosts of several students 
  and teachers.  The college, well known for its high 
  standards, has been the site of some of the most 
  disturbing and frightening episodes in Dunklin’s history.  
  Currently, no less than 250 spirits haunt the campus 
  – and very few of them are friendly.
  Important People
  Richard Raymond 
  Richard Raymond has been an influential member of 
  Dunklin society for nearly forty years.  He clawed his 
  way to the top of the agricultural corporate ladder.  In 
  spite of his rocky personal life, Raymond has managed 
  to keep his record clean, and was elected mayor nearly 
  three years ago.  He is an ambitious man, and rumors of 
  unethical practices abound, even though they cannot be 
  proven.
  GM Notes
  Both the College Life and Operation: Sunshine stories are suitable 
  for characters from 1st to 3rd level.  Operation: Sunshine may be 
  made more difficult by having the killer come after the boy, or 
  creating supernatural involvement in the case.
  Things That Go Bump is suitable for characters of at least 
  3rd level.  This story is easily modified to accommodate higher 
  level characters by increasing the amount of interference – both 
  mundane and supernatural.
  In spite of the rumors regarding the Dalles family, the root 
  of the problems at Dalles Castle is Tara.  Because she is the 
  instigator of all happenings on the grounds, The Castle Guard is 
  not suitable for characters below 3rd level.
  Discovering a secret civilization should not be left to 
  inexperienced adventurers.  Initial encounters in the Backstage 
  story are suitable for characters of 3rd level, but actual dealings 
  with the civilization itself should be delayed until 5th level.
  Evidence drops characters into essentially alien environments 
  without any preparation, and is suitable for characters of 3rd level 
  or above.  
  
  Modern Backdrops
  Page - 71
  Dunklin
  GM Notes: 
  Raymond is available for appointments, but has very 
  little information that could be of any use.  He can 
  quote statistics about the city and its agricultural 
  standing, but is too busy hiding his own questionable 
  activities to offer any useful information.
  Mitch Perry 
  Dr. Perry was imported to Dunklin after the death of 
  his predecessor, Andrew Martin.  Dr. Perry was chosen 
  by the school board for his unequalled work with 
  migrant populations and his extraordinary record with 
  underprivileged students and facilities.  His unorthodox 
  methods are considered a blessing by the school board 
  and parents, but are a thorn in the side of the ultra-
  conservative city council.
  Cameron Mirianna 
  Mirianna retired to her home town of Dunklin after a 
  Hollywood career spanning three decades.  She lives a 
  quiet life – happy to return to, what she refers to as, “a 
  normal town.”  Cameron has dropped a great deal of 
  money into the city, including substantial grants to the 
  Dunklin Municipal School District, Dunklin College, and 
  the Turner Theater Foundation.
  Sebastian Baile III
  Early in 1982, one of the early eighties most eligible 
  bachelors chose to move to Dunklin.  Handsome, 
  charming, and extraordinarily wealthy, Sebastian Baile 
  spent most of his youth investing in hot-shot new 
  companies and real estate ventures that others believed 
  would fail.  It seemed, however, that every enterprise that 
  was touched by Baile’s money turned in unbelievable 
  profit.  His lifestyle has grown slightly less extravagant in 
  recent years, but the return on his investments is far from 
  diminishing.
  “So, what’s the big deal about this place, anyway?”  The longer they sat at the diner, the more uncomfortable 
  Liberty grew.  “I mean… wouldn’t somebody who knew sooooo much about… well… everything… like… already 
  know that we were here?”
  JJ glanced around the small diner at the other tables.  It was past 3:00 a.m., and Charlie’s was pretty much 
  deserted.  This wasn’t the first time one of Maria’s solid leads turned into a wild goose chase.
  “Maria’s usually got good information.  I’m sure if she sent us here to meet this woman, that the woman will 
  show.”
  The door opened, but the newcomers were not the stranger JJ and Liberty had been expecting. 
  “What took you two so long?” JJ demanded as Josh and Staci took seats at the table.
  “Well, you know, school and traffic…” Josh smiled.
  “Uh huh,” Liberty scoffed, looking once again at her watch.
  “So who’s the unknown face this time?” Staci asked, flagging the waitress down to order coffee.
  “Tanya Rydelle,” Liberty answered.  “Name mean anything to either of you?”
  Josh shook his head.
  “Who?”  Staci’s voice shook, and her eyes flashed around the room at the other late-night patrons of Charlie’s.
  “Some investigator named Tanya Rydelle,” Liberty repeated.  “What’s wrong, Staci?  Who is she?”
  Staci took a deep breath.  
  “It’s not a question of who she is, exactly…”
  The bell on the door rang again as an older man entered the diner.  He skulked through the door and stood just 
  inside, scanning the room with his glassy eyes.
  “It’s who she was,” Staci whispered, without knowing why.  “She’s been dead for six years…”
  The man who had just entered the diner began to approach their table.
  “I think I liked you better when you didn’t know anything, Staci,” Liberty grumbled.
  “You must be Ms. D’Mato’s associates,” the man said as he neared the table.  “Charlie Mason,” he said, 
  sticking his hand out to JJ  “Ms. D’Mato said you’d be here tonight.  Have you been waiting long?”
  JJ looked directly into Mason’s eyes and smiled, sticking his hand out, not to Mason, but toward Josh.
  “Josh… phone…”
  Josh pulled the phone out of his jacket pocket and dropped it into JJ’s hand.
  “She’s on speed-dial, you know.  Just press number 4 and send.”
  JJ dialed the phone and put it up to his ear, never taking his eyes off Mason.
  Mason, to his credit, was unfazed by  JJ’s reaction, and quietly folded his hands.  He stood near the table, his 
  head bowed, as if waiting for some sort of authorization to continue.
  “D’Mato,” the woman’s angry voice answered quickly.
  “This is not going the way you told us it would,” JJ said stiffly.
  “Damn it, Dawson.  I don’t have time for your games tonight!  What’s the problem this time?”
  JJ cursed the officers who were surrounding Maria.  “They’re all over you tonight, huh?”
  “Well,” she bit back.  “You know how it is.  Busy night.  What the hell do you want, Dawson?”
  “You sent us here to meet with that Rydelle woman, who, by the way, has been dead for six years, did you know 
  that?  Anyway, there’s some guy here who says you said…”
  
  Modern Backdrops
  Page - 72
  Dunklin 
  GM Notes: 
  Sebastian is not, as the paperwork claims, the third 
  member of his family to bear the name.  By falsifying 
  records and spending exorbitant sums of money, he 
  has managed to keep his records current by simply 
  becoming his fictional son.  The graves of Sebastian 
  Baile and Sebastian Baile II both contain empty 
  coffins, as will the grave of Sebastian Baile III.  
  Through powerful dealings with evil forces, he has 
  been virtually guaranteed immortality.  This lifetime, 
  however, he has been plagued with a new problem… 
  paranormal investigator Tanya Rydelle knows more 
  about the mysterious Mr. Baile than she lets on, and the 
  relocation of Rydelle & Waitte to Dunklin just a few 
  short years after Baile’s arrival makes him nervous.  
  Other Information
  Most of the money in Dunklin still centers around 
  farming.  Some industry has moved in as the city has 
  grown, but business is not booming.  Small businesses 
  thrive in this city, and revenue continues to be just a little 
  higher every year.  
  Migrant farm workers are well paid and well cared for, 
  although their children often suffer a lack of educational 
  stability. The few large industries, and hiring centers like 
  Dunklin College, keep the majority of the city above 
  the poverty level.  The very rich are usually from out of 
  town, and have collected their money through any means 
  necessary – and aren’t willing to part with much of it for 
  any reason.
  Community Events
  The event year in Dunklin begins with the annual St. 
  Patrick’s Day parade.  The parade is held either the 
  Saturday before or after St. Patrick’s Day – whichever 
  is nearer the actual date.  Local businesses and schools 
  create floats and compete for prizes.  
  The Saturday before Easter, Dunklin community 
  leaders host an Egg Hunt in the park surrounding The 
  Twilight Garden.  This event is free, although participants 
  are asked to donate canned food to local relief societies.
  The second weekend of May boasts the annual Dunklin 
  Rodeo.  Timed with special consideration for other 
  nearby “circuit towns,” Dunklin’s rodeo has become as 
  much a tourist attraction as a sporting event.  The Rodeo 
  Parade moves toward the ground on Friday morning, 
  and the dance after the competitions on Saturday is 
  considered by local teens to be just as important as the 
  senior prom.
  On Labor Day, the lawns of Dunklin College are 
  transformed into a large-scale community picnic.  
  Portable grills and picnic tables are brought in, with local 
  bands performing in a gazebo-type amphitheater.  For 
  those who do not wish to bring their own food, several 
  local restaurants have pre-made lunches on hand for 
  purchase.
  The morning of November 11, the downtown 
  area becomes a virtual military showcase.  Veterans 
  from every branch of service are honored in special 
  ceremonies, while high school and college marching 
  bands perform patriotic songs.
  The last major city-wide event of the year is the 
  Christmas Parade.  Held on the first Saturday in 
  December, the parade is followed by the annual Santa’s 
  Workshop Gift Boutique.  The Workshop, a large-scale 
  craft fair, is held at the Convention Center, and the tree in 
  front of City Hall is lit at dusk.
  Several clubs and organizations hold parties on New 
  Year’s Eve, but none is considered a community event.
   
  Timeline of Important Events
  1858 – The first of the large farms is established in the 
  area that would become Dunklin.
  1860 – The next of the farms is established, creating 
  the need for regulation of labor in the area.
  1862 – Marcus Dunklin establishes his farm near the 
  “She what?  Well, listen Dawson, I really can’t help you with your personal life, and frankly I’m not interested.  
  Why don’t you go run off and talk to that Mason friend of yours like a good little delinquent, huh?  I’ve got work 
  to do.”
  “Thanks,” JJ said, hanging up the phone and handing it back to Josh.  “So, Mr. Mason, is it?”
  Mason lifted his head slowly, looking around the table.  “Yes,” he said softly.  “Charlie Mason.  I am a friend 
  and student of Ms. Rydelle’s.”
  Staci took a sip of her coffee, her eyes shooting back and forth between her companions and Mason.  
  “You do know that Ms. Rydelle has been dead for some time?” Liberty jabbed, silently wishing the man would 
  turn around and leave.  
  Mason smiled grimly.  “Oh yes, miss,” he said quietly.  “And the lessons she has taught me since that time 
  are… amazing.”  His voice lifted as he spoke of her, but the words themselves sent chills down Liberty’s spine.
  “Okay,” she said, grabbing her jacket from the back of the chair.  “This guy gives me the creeps.  Let’s just go 
  home.”
  “Hold on, babe,” JJ said soothingly, dropping a hand on her arm.  JJ sat back in the chair, collecting every 
  detail he could from the way Mason moved and spoke.  “This might be just what we’re looking for.”
  Liberty dropped her jacket and slumped back in the chair.  “It better be good,” she snarled.
  “Well,” JJ smiled.  “You heard the lady, Mr. Mason.  It better be good.”
  
  Modern Backdrops
  Page - 73
  Dunklin
  others.  He spends a large amount of money making his 
  farm as modern as possible, and puts an equal amount of 
  money into the establishment of the community.
  1863 – The township of Dunklin is formed.
  1870 – Shelby Turner purchases one of the older farms 
  and imports several exotic crops.
  1885 – Bishop Dalles arrives in Dunklin.  He funnels 
  money into the community and begins building a 
  sprawling house that will become known as Dalles 
  Castle.
  1886 – Construction begins on the beautifully 
  constructed brick buildings that will become the ‘historic 
  downtown area’ – the buildings are designed to be 
  used for many purposes, including housing, shops, and 
  municipal services.
  1888 – Shopkeepers and town services move into the 
  beautiful downtown area.
  1890 – Construction begins on the original Dunklin 
  College buildings.
  1892 – Dalles’ main house is completed, but 
  construction continues on the estate.
  1900 – Dunklin College expands – five more buildings 
  are commissioned.  The town is booming.
  1910 – Ashton Turner, Shelby’s youngest brother, 
  moves to Dunklin.  His first order of business is to find a 
  lot and build his theater.
  1912 – The Turner Theater opens, drawing talent (and 
  money) into the community.
  1918 – Bishop Dalles dies, leaving his incredible 
  fortune and property to his daughter, Sheila Dalles.
  1925 – Sylvia Tristan vanishes from her dressing room 
  at the Turner Theater.  Stage hands broke in the door after 
  hearing sounds of a struggle, but found no one inside.  
  Foul play is suspected, but there is no evidence of any 
  kind.
  1931 – Fire destroys much of the interior of Dunklin 
  College and the downtown buildings.  Downtown is 
  refurbished immediately, but the college is left forgotten 
  for some time.
  1935 – Sheila Dalles dies, leaving the majority of 
  her father’s fortune to Dunklin College.  The board 
  decides that new buildings would be more practical than 
  rebuilding the old ones, and construction begins, bringing 
  many much-needed jobs to the area.
  1940 – The Dalles Castle grounds are opened to the 
  public as a park.
  1945 – The Turner Theater remains closed for 
  stretches of up to six months.  “Movie houses, with their 
  newsreels, have taken the place of wholesome family 
  entertainment,” says Turner in a newspaper interview.
  1950 – Workers clearing debris from the old college 
  buildings stumble on the skeletal remains of six women 
  who were apparently murdered and buried in shallow 
  graves inside the building’s shell.  Their discovery 
  prompts an intense investigation of the old college 
  campus.
  1955 – The case of the “college women” is closed.  
  Dunklin police have been unable to find any information 
  about the women or the possible reason behind their 
  murder.
  1960 – The Turner Theater becomes a ‘special hall.’  It 
  is no longer used on a regular basis, but is cared for in 
  order to maintain its historical glamour.
  1963 – Agriculture and industry begin to work hand-
  in-hand.  Local business leaders from both areas draw 
  up several documents that come to be known as The 
  Dunklin Procedures.  
  1964 – Dunklin College business students use The 
  Dunklin Procedures as their cooperative management 
  text.
  1966 – Dunklin College is shocked by a series of 
  mysterious crimes.  Six women are abducted from the 
  grounds over a three-month period.  Several buildings 
  are vandalized.  The women are never seen or heard from 
  again.
  1968 – Dunklin police close the case of the missing 
  women.
  1970 – The Dunklin Monitor, the city’s local paper, 
  moves into a large building in the “historic downtown 
  neighborhood” and begins operation from this new 
  headquarters.  The Monitor’s move triggers a chain 
  reaction, bringing many businesses into the beautiful old 
  buildings and revitalizing downtown.
  1972 – Production drops on the town’s large farms.  
  Officials blame the drop in production (and thus in profit) 
  on changing environmental conditions.
  1974 – Dunklin city officials reveal their plans for 
  “The New City of Dunklin” – among their ideas: 
  drawing more large businesses into the Dunklin area, 
  strengthening the school district and working to raise test 
  scores, and funding research by Dunklin College students 
  into the failed crops of the last two years.  
  1976 – Throughout the year, seven people vanish from 
  the downtown area.  Police are mystified.
  1977 – A group of teens breaks into the Turner Theater.  
  Their purpose is to explore the magnificent building, 
  which none of them has ever been inside before.  Three 
  days after the break-in, the teens are found by a routine 
  maintenance crew – their bodies are found sitting in seats 
  in the front row of the theater.
  1979 – The mysterious deaths of the teens remain 
  unsolved, and Dunklin police close the case.
  1980 – Dunklin Vocational School’s agriculture 
  students develop new growing processes that renew 
  production in the area’s nearly barren fields.  The process 
  is jealously guarded by the school district, city council 
  & county board of supervisors – ensuring that only local 
  farms will reap the benefits of the students’ discovery.  
  Funding for further study and implementation is provided 
  by newcomer Sebastian Baile.
  1985 – Controversial paranormal investigators, Tanya 
  Rydelle and Cameron Waitte, arrive in Dunklin.  The pair 
  lease office space downtown and begin sifting through 
  the Hall of Records and working their way through the 
  archives of the Monitor.  When interviewed by a local 
  news station, Tanya Rydelle had this to say:
  “We are here in Dunklin to find out the truth.  A lot of 
  strange things have happened here, over the years.  We 
  just want to get to the bottom of it.  That’s what we do.  
  Cameron and I have been watching this place for a long 
  
  Modern Backdrops
  Page - 74
  Dunklin 
  time.  We just decided that now was the time to move in 
  and work on fixing your problems.”
  1987 – Rydelle and Waitte spend January of 1987 
  living in the Dalles Castle.  During that month, odd 
  occurrences throughout the city almost completely stop, 
  but the grounds of the Dalles Castle are plagued by 
  strange sounds and mysterious, bestial shapes, running 
  over the lawns and in and out of the house.  When 
  Rydelle and Waitte emerge from the house, these strange 
  occurrences and sightings cease.  Rydelle and Waitte 
  spend the next two months in seclusion – sequestered 
  within their downtown office.  At a press conference 
  held on April 17th, they offer a report which is considered 
  controversial at best, and is met with skepticism and 
  disbelief.  The only people to take their report seriously 
  are a group of students from Dunklin College – who 
  approach the investigative team to offer their support 
  and assistance.  With the help of the students, Rydelle 
  and Waitte renew their efforts and begin deeper 
  investigations.
  1989 – Tanya Rydelle submits a report to the Dunklin 
  Police Department that advises them to reopen the 1966 
  abduction case and the 1950 unsolved mass murder.  Her 
  report advises that a deep investigation of the remains in 
  each case will show that the bodies belong to the same 
  women.  Police ignore Rydelle’s report.
  1990 – Rydelle submits another report to Dunklin 
  Police detailing the events surrounding the deaths of the 
  teens who broke into the Turner Theater in 1977.  Her 
  report contains what police call a “fanciful story full of 
  ghosts and ghouls and things that go bump in the night.”  
  Like the report of the previous year, this one is also 
  ignored.
  1991 – In February, Cameron Waitte writes a seething 
  editorial, which is printed in The Monitor, calling 
  the police “cowards and fools” for ignoring Tanya’s 
  reports.  The article pleads with the families of the 
  missing women and the dead teens to “force your police 
  department into finding the answers you need.”  The 
  editorial sparks renewed interest in both cases from the 
  families of the victims and from the community at large.  
  By September, police have been pressured into taking 
  Rydelle’s reports seriously and re-open the case of the six 
  Jane Does that were discovered in 1950.  In reviewing 
  the files, sufficient similarities appear in the facts found 
  in 1950 and items in Rydelle’s report.  The Jane Does 
  are exhumed and dental records provide proof that they 
  are the same women who were abducted from Dunklin 
  College in 1966.  Families, police, and officials are 
  shocked and develop a new sense of unease regarding the 
  paranormal investigative team.  No explanation is given 
  for the fact that the women’s remains were discovered 
  sixteen years before their disappearance.  Tanya’s 
  report gives no information regarding the identity or 
  whereabouts of the murderer, and suggests that, due 
  to her lack of evidence, he may, in fact, already be 
  “As I told you,” Charlie said, maintaining a remarkable calm considering the abuse Liberty has been subjecting 
  him to for the past hour.  “Tanya Rydelle is still very active in this area.  She has been in contact with Ms. D’Mato 
  by various means and has some information that you might find useful in your search for Ms. Mallory.”
  Liberty looked skeptically around the ruined building.
  “If you’ll just follow me,” Mason invited gently, as though inviting him into his home, rather than into a 
  decaying building.
  “I don’t like this,” Liberty hissed as she followed JJ through the doorway.  “I don’t like this at all.”
  They followed Mason through the building’s rotting interior until they came to a thin shaft set into a wall.  He 
  slipped the light over a hook set in the side of the shaft and began climbing down the rusted ladder.  “Come 
  along, then,” he called over his shoulder.
  “I am really not liking this,” Liberty protested.
  “I agree with Liberty,” Staci whispered.
  “Well, it’s time to be scared now, JJ” Josh said, gently herding the girls toward the shaft.  “The girls are 
  agreeing.”
  At the base of the ladder, however, Josh and JJ began to share the girls’ feelings of apprehension.  At the far 
  end of the large cavern, an area of the stone wall was distorted by a strange shimmering.  Wrapped around what 
  appeared to be the base of the shimmer was a thick, dark ring of black smoke.
  Mason walked around the chamber, gathering up chairs and a small table, and set them up near the ladder.  He 
  produced a perfect crystal sphere from his backpack and placed it on a stand in the center of the table.  
  “If you’ll all take a seat,” he said quietly, “we’ll be ready to begin momentarily.”
  Liberty’s eyes darted around the chamber.  When she was satisfied that the only entrance or exit was the ladder, 
  she flopped into one of the chairs.  Staci chose the chair closest to the ladder so that she would be nearer the only 
  normal light source; the flashlight hung at the top of the ladder.  Josh and JJ flanked the girls, each alternating 
  his attention between the ladder and the shimmering form across the cavern.
  Mason sat in the last chair and leaned back, closing his eyes.
  In the center of the table, the crystal ball began to glow with a soft blue light.  The light grew stronger and 
  brighter until it became painful to watch.  Within a moment, its light was extinguished, and a beautiful, although 
  translucent, young woman sat cross-legged on the table.
  You seek Patricia Mallory, they heard a soft voice say in a matter-of-fact tone.  You will not find her here, but 
  you may be able to communicate with her… if you can trust me…   
  
  Modern Backdrops
  Page - 75
  Dunklin
  deceased.   
  1992 – In January, the police reopen the investigation 
  of the teens’ deaths, and find several indications of the 
  accuracy of Rydelle’s report.  Within three months, the 
  case is solved – the investigation follows the clues laid 
  out in Rydelle’s report and the details match perfectly.  
  The police begin a quiet investigation of Rydelle and 
  Waitte – checking their backgrounds and their locations 
  during the crimes in question.  They close the case when 
  they discover that Waitte was twelve years old at the time 
  of the most recent crime, and Rydelle – who has supplied 
  all the information – was nine.
  1995 – Rydelle and Waitte return to Dalles Castle.  The 
  park is closed for the month they stay in the house – a 
  strange set of calls are reported to police by neighbors 
  and passers-by while the investigators are sequestered 
  in the house.  Screaming voices, huge shadowy figures, 
  and fiery eyes staring out from the shadows are among 
  the most common complaints.  When the investigators 
  emerge, they file their report with the city council.  
  Acting on the investigators’ report, the city changed the 
  park’s operating hours so that it closes at dusk.  No other 
  information is offered to the public.  
  1996 – In mid-October, Rydelle and Waitte sequester 
  themselves in their downtown office.  They will accept 
  phone calls from a handful of Dunklin College students 
  with whom they have developed a friendship, but other 
  than that, they refuse to leave the building or talk to 
  anyone in person.  Their friends are unable to coax them 
  from their seclusion.  On December 1, Cameron Waitte 
  emerges from the office.  He contacts some friends, 
  asks them to check on Tanya and then drives away.  The 
  friends contact the police and both parties meet at the 
  office.  Tanya Rydelle is found dead in the back room.  
  An autopsy reveals she was under great physical stress, 
  and that her heart simply stopped.  She has thick bunches 
  of white hair and, according to one witness, “seems to 
  have died while she was suffering some sort of shell 
  shock.”  Cameron Waitte is unreachable.  By December 
  10, there has still been no contact from next-of-kin for 
  Tanya Rydelle.  She is cremated, and her ashes are let 
  loose from the roof of the building where Rydelle and 
  Waitte had their office.  A simple ceremony is performed 
  by a friend, with only a handful of people in attendance.  
  GM Notes: 
  Specific information on the death of Tanya Rydelle 
  is difficult to uncover.  A successful Research or 
  Gather Information check (DC 30) will provide some 
  detail, but the only way to get the whole story is to 
  convince Cameron Waitte or Charlie Mason to offer 
  the information.  Regarding this issue, both men are 
  habitually silent and will not offer their sides of the 
  story freely.
  1998 – On November 10, Cameron Waitte returns to 
  Dunklin.  He is arrested shortly after he checks into the 
  hotel, held on the suspicion that he had something to do 
  with Tanya’s death.  Less than a month later, Natasha 
  Visconte arrives in Dunklin.  She finds Waitte is in jail 
  and lists herself as his attorney.  She gets him out on bail, 
  and proceeds to build his case.  
  2000 – On January 3, Natasha’s opening statement 
  forces the judge to clear Waitte of the charges against 
  him.  On March 1, Waitte renews the lease on the office.  
  He and Visconte begin working in the area of paranormal 
  investigation.  Some of Rydelle and Waitte’s previous 
  partners are uncomfortable with Visconte’s presence and 
  cut off relations with the office.
  More Important People
  Historical Figures
  Bishop Dalles
  Throughout his life, Bishop Dalles was politely 
  considered eccentric.  His only constant companion, 
  a woman named Gabrielle, vanished shortly after the 
  birth of their daughter.  The strange and sometimes 
  sinister happenings at Dalles Castle began shortly after 
  Gabrielle’s disappearance.  Rumors have varied from 
  deals with demons to questioning the mortality of Bishop 
  and Gabrielle.
  Ashton Turner
  A spoiled and wildly optimistic entrepreneur, Ashton 
  Turner followed his brother to Dunklin with one 
  purpose in mind: to bring enlightenment to the masses.  
  Turner’s apparently unending flow of money amazed 
  the community, and the extravagantly decorated theater 
  became an instant favorite with the people of Dunklin.  
  Ashton’s older brother, Shelby, was either unwilling or 
  unable to disclose any information regarding the family’s 
  business dealings “back home,” and the source of 
  Ashton’s fortune has remained a mystery.  
     
  Thomas Krauss
  During the last part of 1895, Thomas Krauss was called 
  in to oversee the completion of the Dunklin College 
  campus.  The previous supervisor, a man named Jakob 
  Coll, was replaced by the regents in favor of Krauss’ 
  proven results.  Within a matter of months, the speed at 
  which the college was built increased exponentially – and 
  the buildings were actually ready for use before the date 
  laid out in the original plans.  Because of the increased 
  efficiency of Krauss’ crew, more buildings were added to 
  the college as the city began to boom.  Krauss vanished 
  in 1922.
  Current Community Figures
  Richard Raymond
  Rich has been an influential member of Dunklin society 
  for nearly forty years.  He clawed his way to the top of 
  the agricultural corporate ladder, stepping on anyone 
  who stood in his way.  Divorced twice, with a total of 
  five children (only three of whom are the children of 
  either ex-wife), the now-single Raymond has managed 
  to keep from having to pay exorbitant amounts in child 
  support and alimony through a set of questionable deals 
  
  Modern Backdrops
  Page - 76
  Dunklin 
  and high priced lawyers.  Although he is known for his 
  indiscretions, he has managed to keep his errant behavior 
  from becoming a legal issue, and has thus far kept a clean 
  record.  He is considered by many in Dunklin to be the 
  picture of a perfect politician, in spite of his sometimes 
  questionable behavior.
      
  Sarah Riley
  The accomplished Doctor Riley is the first woman to 
  be appointed to the prestigious office of President of 
  Dunklin College.  Dr. Riley is a strong supporter of 
  alternative education methods and works closely with 
  Mitch Perry of the Dunklin Municipal School District.  
  Dr. Riley was born and raised in Dunklin, leaving town 
  only long enough to earn her Masters of Education 
  degree at Princeton University.  Before pursuing her 
  educational training, Dr. Riley served as an interpreter for 
  the United States Department of Justice.
  GM Notes: 
  Riley has a great deal of knowledge regarding the 
  workings of the United States government, and 
  her public classification as an interpreter is highly 
  questionable.  Long periods of her history are hidden 
  from public record, but their loss did not effect her 
  selection for the presidency of Dunklin College.  At 
  the GM’s discretion, she may be involved in any sort 
  of government agency that may serve to help or hinder 
  PCs in their tasks. 
  Tanya Rydelle
  When Rydelle & Waitte appeared in Dunklin in 1985, 
  the citizens were shocked into admitting that there might 
  be forces at work that in their city that they could not 
  control.  The young and charismatic Tanya, however, 
  had some special connection to this ‘otherworld’ that 
  plagued the region – which made her dangerous, exotic, 
  and strangely popular.  Her psychic discoveries in the 
  investigations regarding the abduction of the collegiate 
  Jane Does in the mid-sixties (two years before her 
  birth) paved the way for a new era in Dunklin’s history.  
  Paranormal investigation had been seen as a hoax by a 
  majority of Dunklin’s rather conservative population, but 
  by the time her reports were confirmed in 1991, Cameron 
  Waitte’s continual assault on the press had paved the way 
  for Rydelle & Waitte to become recognized as one of the 
  most accurate investigative teams in the field – not to 
  mention one of the richest.
  The details of beautiful Tanya Rydelle’s death remain a 
  mystery.  The twenty-eight year old psychic investigator 
  was found dead in the offices she shared with her partner, 
  Cameron Waitte, late on December 1.  An autopsy 
  revealed her heart simply ceased to function, and that 
  prior to her death, she had been under incredible physical 
  stress.  Witnesses say her lush dark hair was streaked 
  with white when she was found.  Since her make-shift 
  funeral, where friends quietly released her ashes from 
  the top of the building she and Waitte had occupied 
  before her death, many of the students who had worked 
  closely with the pair have reported her presence to one 
  another.  She is always a benevolent spirit, often assisting 
  them in their own investigations.  When Waitte returned 
  to Dunklin, nearly two years after her death, one of the 
  young investigators asked Tanya’s spirit why she had not 
  returned to assist her old partner.  If Tanya responded in 
  any way to the young man’s question, he has not shared 
  her answer with anyone.
  Game information for Tanya Rydelle is found later in 
  this section.
  Cameron Waitte
  The quick-tempered companion of Tanya Rydelle, 
  Cameron Waitte was considered as little more than a 
  tag-along.  His past remains shrouded in mystery, and 
  the appearance of Natasha Visconte did little to ease 
  the minds of Dunklin residents.  Tanya’s charm and 
  beauty had made her popular with many in town, in 
  spite of the growing uncertainty that people felt due to 
  her psychic strength.  Waitte, on the other hand, caused 
  fear and unease in the most gentle of their friends and 
  acquaintances.  His volatile temper and unchained 
  emotion caused many to blame him for Tanya’s death, 
  even though there was no solid proof that he was 
  involved.  Considering the sorts of powers the pair dealt 
  with on a daily basis, there was little reason to suspect 
  Waitte, but his immediate arrest upon his return to 
  Dunklin caught him by surprise, nonetheless.  It wasn’t 
  until after Visconte secured his release that he was able 
  to begin the work he had returned to do.  Visconte is the 
  only living person who knows of Waitte’s plan – to seek 
  out the thing that killed Tanya and wreak vengeance 
  against it for her murder.   
  Game information for Cameron Waitte is found later in 
  this section.
  Natasha Visconte
  Little is known of Natasha’s past.  She came into town 
  shortly after Waitte’s arrest, and quickly secured his 
  release.  Natasha appears to be several years older than 
  Waitte, but bears an uncanny resemblance to the dead 
  Rydelle.  People in Dunklin find that they like her, in 
  spite of her mysterious past, purely as a reaction to her 
  appearance.  Visconte has used this to her advantage 
  wherever and whenever possible, using her looks to get 
  information on Dalles Castle and work her way into the 
  police records regarding the cases solved by Rydelle’s 
  information, as well as the case surrounding her death.
  Game information for Natasha Visconte is found later 
  in this section.
  Charlie Mason
  The unofficial leader of Pandora’s Box, Charlie is 
  as handsome and charismatic as his mentor, Tanya 
  Rydelle.  Charlie’s increasingly uncontrollable psychic 
  energies, however, have been cause for alarm more than 
  once among the members of Pandora’s Box, and since 
  Rydelle’s death, he has become even more dangerous.  
  He is often visited by his mentor, he tells members of 
  Pandora’s Box, but he is reluctant to share any details of 
  such meetings.  He has asked Tanya to identify her killer, 
  
  Modern Backdrops
  Page - 77
  Dunklin
  but if she has answered his request, he has not shared the 
  information with anyone else.  Charlie, once a bright and 
  loving man, has fallen into a dark despair.  He seldom 
  visits with friends and refuses to participate in social 
  activities organized by Pandora’s Box members.  
  Game information for Charlie Mason is found later in 
  this section.
  Places To Go
  Kingsley Hall
  Kingsley Hall opened in 1979, offering Dunklin youth 
  a place to study, play, or just relax.  Kingsley caters to 
  preteens and young adults, with a variety of activities 
  in a safe and controlled environment.  Kingsley has 
  kept up with the latest trends in youth activities, and 
  currently houses three pool tables, a full video arcade, a 
  large computer lab, several video viewing rooms, and a 
  handful of bunks available for teens who need to “escape 
  for a while” (staff will contact the teen’s parents prior to 
  allowing them to stay overnight).  Kingsley is staffed by 
  volunteers and is open twenty-four hours a day.
  Charlie’s
  Charlie’s served its first milkshake in 1958, and has been 
  going strong ever since.  Shifting to a 24/7 schedule 
  in the late 1970’s, Charlie’s quickly became a favorite 
  haunt of college students and young couples who had 
  few things better to do at 3:00a.m. than go for a cup of 
  coffee.  The diner has changed hands several times over 
  the years, but each new owner has retained the feel of the 
  place from the previous owner.  Charlie’s has become a 
  standard meeting place for members of Pandora’s Box.
  Illusions
  Offering a stage-magic theme, Illusions transports 
  club goers into a world of magic and excitement.  
  Smoke machines, mirrored walls and ceilings, optical 
  illusions, and laser light shows are just the beginning 
  of the “Illusions Experience.”  Rumors fly regarding 
  the activities in the private rooms – everything from 
  strippers, to illegal gambling, to orgies of the cocktail 
  waitresses and city officials.  These rumors have been 
  neither investigated nor confirmed in any way.  Mayor 
  Rich Raymond is a frequent patron of Illusions, along 
  with several members of the city council.
  The Twilight Garden
  Somewhat hidden within a beautifully manicured park, 
  The Twilight Garden Restaurant is a favorite with nature 
  lovers and young couples.  The Twilight Garden fills up 
  months in advance of the senior prom each year, with 
  young men making reservations as early as November.  
  The kitchens of The Twilight Garden are housed in a 
  small building adjacent to the dining room, which is a 
  large patio-type structure draped in fine mesh.  Once 
  the sun moves behind the buildings of downtown, The 
  Twilight Garden depends on large candelabras placed 
  around the dining room and smaller hurricaned candles 
  placed on the tables.  The mesh that surrounds the dining 
  room becomes almost invisible at night, offering guests a 
  view of the park, its quiet lake, and the stars.
  Mystery
  Hidden deep within the rich red brick of downtown, 
  Mystery is considered to be one of the most elite 
  nightclubs in the county, if not the state.  A review 
  of the establishment, printed in a prestigious “who’s 
  who” directory, listed the Mystery as “the single most 
  compelling evidence for rewriting the standard for the 
  nightclub experience.”  Mystery’s interior is furnished 
  more like a living room than a club, with lush black 
  velvet couches and chaise-type lounges and low hung 
  blue-bulbed chandeliers.  Mystery staff undergo an 
  intense training session to teach them the mannerisms 
  that compliment the film-noir-esque club.  The club is 
  popular with many different groups and is a favorite 
  place for Dunklin’s ‘alternative’ society. 
  The Downtown Revue
  Working almost as a bookend to Dunklin’s dark, film noir 
  inspired, Mystery, The Downtown Revue is a cavalcade 
  of amusement.  Short comic theater and the biggest 
  names in stand-up comedy are offered in a comfortable, 
  table-and-chair setting.  Prices are reasonable, but 
  The Downtown Revue has very limited seating and a 
  combination of reservations and ticket sales normally 
  keep the Revue filled to capacity.
  The Pit
  The Pit is a multi-themed sports bar, catering almost 
  exclusively to the younger adult male population of 
  Dunklin.  Waitresses are typically young and beautiful, 
  with enough sense to keep track of the scores and records 
  of at least half a dozen organizations in various sports.  
  The Pit is divided, through a combination of décor and 
  audio/visual system, into five sections – racing, football, 
  basketball, hockey, and baseball.  Three waitresses work 
  each section and are assigned by their interest in the 
  sport, therefore giving The Pit an edge when it comes 
  to wiping out the competition in the sports bar area.  
  The girls are able to interact with customers regarding 
  the current standing of the sports in question and the 
  impression keeps customers coming back.  
  The owner, D.J. Callahan, is never seen within the 
  restaurant itself, but is always known to be on the 
  premises.  Rumors fly regarding D.J.’s solitude, but 
  the fact is far less spectacular.  D.J. is actually Donna 
  Callahan, but she feels that her marketing schemes would 
  be wasted if her largely male customer base knew D.J. 
  was female.  
  Joe’s Bar & Grill
  Joe’s Bar & Grill has been on the same corner for as long 
  as anyone in Dunklin can remember.  There has never 
  been an “Under New Management” sign hanging over 
  the door, nor has the neon arrow pointing toward the door 
  ever changed color.  Joe’s has always been.  When the 
  original owner, Joe Baxter, died, it was understood that 
  
  Modern Backdrops
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  Dunklin 
  Joe’s would remain named for him, but the continuity 
  of the establishment has amazed many who remember 
  Joe’s “from the old days.”  Dark, smoky, and generally 
  unsophisticated, Joe’s remains popular in spite of 
  Dunklin’s attempts at sophistication.  When asked about 
  the bar’s continued popularity, the newest owner told The 
  Monitor that “…Joe’s is a symbol of what made Dunklin 
  great.  Just because we’ve grown up since then, that 
  doesn’t mean we can forget where we started.”
  Things To See
  Tanya Rydelle’s Crystal Ball
  The crystal ball that belonged to Tanya Rydelle is now 
  in the possession of her pupil, Charlie Mason.  The 
  ball was used by Rydelle throughout her investigative 
  career, as a focal point and a divination device.  She was 
  also, allegedly, able to use the ball as a psychometric 
  magnifying glass – focusing on the psychometric 
  signatures through the ball in order to amplify the 
  images.  Charlie came into possession of the ball after 
  Tanya’s death, but he refuses to use it.  According to 
  Mason, he has received strict instructions from Rydelle 
  prohibiting his use of the item.
  The Dunklin College Museum Art Collection
  The Dunklin College Museum Art Collection is one of 
  the city’s ‘crown jewels.’  Pieces in the collection range 
  from classical Italian Renaissance to fairly modern (albeit 
  exotic) artists, including several pieces attributed to M. 
  C. Escher and Salvador Dali.  While the museum holds 
  no special significance, there are several obscure pieces 
  that have become popular with members of Pandora’s 
  Box for reasons they refuse to share.  Several pieces have 
  been rotated out of display over the last ten years, with 
  no reason offered by the administration.  Cataloging of 
  the pieces is extensive, but the actual inventory location 
  tracking leaves much to be desired.
  Dunklin Police Department Impound and 
  Evidence Locker
  Locked in an underground storage area is a collection of 
  impounded vehicles, confiscated weapons, and unclaimed 
  evidence from closed cases.  If PCs can find their way 
  into the storage area, they will be presented with a virtual 
  smorgasbord of weapons and high-priced gear.   
  Organizations
  Like most large cities, Dunklin’s City Council has its 
  own agenda.  The council members usually have their 
  own personal plans, but it is quietly understood that the 
  council does not always act in the best interests of its 
  constituency.
  In contrast to the City Council’s lack of credibility, the 
  Dunklin Municipal School District Board of Trustees and 
  the Dunklin College Board are both known for their strict 
  accountability policies.  They are known for working 
  through their public agendas for simplicity.  
  The Dunklin Historical Society is active in the 
  restoration of the old Dunklin College buildings, as well 
  as the push to get businesses back into the old downtown 
  district.  The Dunklin Historical Society has received 
  large grants over the years, but their donations are always 
  well-accounted for.  The Dunklin Historical Society 
  worked closely with Rydelle & Waitte during their 
  investigation of Dalles Castle, but none of the Historical 
  Society members will elaborate on the role the society 
  played in the controversial investigation. 
  Kingsley & Cooper is an offshoot of Kelly Kingsley’s 
  incredibly successful youth intervention programs.  
  Kingsley relocated to Dunklin for a short time, educating 
  Maxwell Cooper in her wildly successful techniques and 
  helping him to create the network that would come to 
  be known as Kingsley & Cooper Youth Services.  While 
  Kelly Kingsley has since removed herself from the 
  Dunklin area, Max Cooper continues to operate under 
  the name Kingsley & Cooper.  Kelly Kingsley offers her 
  endorsement of all Max Cooper’s projects and is fond 
  of referring to him in her lectures as her “best and most 
  loyal student.”  Kingsley & Cooper works closely with 
  the Dunklin Municipal School District and local youth 
  groups to maintain a working model for youth activities 
  in Dunklin.
  Formed shortly after the arrival of Rydelle & Waitte, 
  Pandora’s Box was originally comprised of those who 
  were sympathetic to the investigators’ quest in Dunklin.  
  It has grown, originally at the gentle urging of Tanya 
  Rydelle, into a close-knit study group who worked 
  closely with Rydelle & Waitte before Tanya’s death.  
  Some members have reprised their roles with Waitte & 
  Visconte, but others have refused to join up with the new 
  investigative team – feeling that Waitte’s disappearance 
  after Tanya’s death was morally unacceptable.  Members 
  of Pandora’s Box are not bound by any sort of oaths or 
  asked to keep secrets, and so, if they can be located, they 
  could be a great resource for PCs in need of information 
  regarding Rydelle & Waitte’s investigations, or any of the 
  other supernatural or paranormal activity in Dunklin.
  Official Reports
  Dunklin works hard to convince the world that it is “just 
  a little better” than other cities of its size.  To that end, 
  officials gloss over the city’s problems in public forums, 
  avoid difficult questions, and blur figures in order to 
  create the illusion.  
  The presence of supernatural and/or paranormal 
  activity within the city is considered distasteful, at best, 
  by members of the city council.  They prefer to ignore 
  the issue completely and have never forgiven Rydelle & 
  Waitte (or The Monitor) for bringing the issue out into 
  the open.  If confronted directly, the council members 
  will emphatically deny the presence of any supernatural 
  power in Dunklin, often using condescending tones to 
  those espousing the belief in “ghosts.. and goblins..”.
  
  Modern Backdrops
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  Dunklin
  Places of Power
  The Offices of Rydelle & 
  Waitte
  Tucked neatly into one of the 
  beautiful old downtown buildings, 
  the suite of offices belonging 
  to Tanya Rydelle & Cameron 
  Waitte were chosen by the pair for 
  their incredible concentration of 
  paranormal energies.  Rydelle’s first 
  order of business was to contact the 
  beings that resided in and around 
  the office; making friends with 
  them.  She worked closely with these 
  beings in creating the reports offered 
  to the police and continued a fruitful 
  relationship with them up to the time 
  of her death.
  The Offices of Waitte & 
  Visconte
  Nearly two years after Tanya 
  Rydelle’s death, Cameron Waitte 
  returned to Dunklin.  His plan, 
  although he shared it with no one, 
  was to contact the beings who had 
  been Tanya’s friends, and enlist 
  their assistance against the creature 
  that had killed her.  His plans were cut short, however, 
  when he was arrested for her murder.  Natasha Visconte, 
  another paranormal investigator, heard of the situation 
  and flew to his assistance.  With Waitte’s freedom 
  secured, the pair moved into the still vacant offices 
  Waitte once shared with Rydelle.  Rydelle’s friends, they 
  discovered, were still closely tied to the location, as was 
  Rydelle herself.  Tanya, however, refuses to communicate 
  with either Waitte or Visconte, using other beings as 
  intermediaries.  
  Dunklin College
  The original buildings that made up Dunklin College 
  in the late 1890s are filled with living memories.   
  Throughout its turbulent history, Dunklin College has 
  been the backdrop for some traumatic events, and these 
  happenings have left their mark on the grounds.  The 
  campus is a hotbed of paranormal activity, although most 
  of it seems to be benign.  Those who are sensitive to 
  psychometric impressions are often overwhelmed with 
  the sheer volume of action and emotion contained within 
  the buildings and grounds of the old college.   
  The Offices of Rydelle & Waitte
  1. The back room – a multipurpose area, and the location of Tanya 
  Rydelle’s murder
  2. A small kitchen/lunch room
  3. Restrooms
  4. A semi-private office, used mainly for interviews
  Prior to Rydelle’s death, the front office was occupied by herself and 
  Cameron Waitte – with Rydelle’s desk being near the file cabinets (to 
  the left of the doors)
  When the offices became the headquarters of Waitte & Visconte, 
  Cameron refused to allow Natasha to take over Tanya’s desk.  Visconte 
  now uses Waitte’s old desk (to the right of the door) and Waitte uses a 
  small table set up next to Rydelle’s desk.
  Dalles Castle
   Rydelle & Waitte locked themselves in the 
  Dalles Castle main house many times over 
  their stay in Dunklin.  The Castle, according 
  to local legend, was haunted by Bishop Dalles.  
  But the truth, according to Rydelle & Waitte, 
  was far more unsettling.  While Bishop Dalles 
  does inhabit his former home, their report read, 
  he is not the being with whom we should be 
  concerned.  His mentor, it seems, also inhabits 
  the Castle.  No details were given regarding 
  the “mentor,” but the huge number of reports 
  of strange events – from the sound of footsteps, to an 
  old woman standing in a window, to the bloodcurdling 
  cries of some unseen youth – were more than enough 
  to convince the Historical Society to follow Rydelle & 
  Waitte’s advice.  
  GM Notes: 
  The main house is home to five spirits – Bishop Dalles, 
  Sheila Dalles, Mitchell James, Bishop’s mentor, and 
  Jim Drake (Sheila’s friend and bodyguard).
  
  Modern Backdrops
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  Dunklin 
  Dunklin College
  1. Lecture Classrooms
  2. Foyer
  3. Science Classrooms
  4. Offices and Small Rooms
  5. Fine Arts
  6. Unknown
  Labels on the buildings are based on historical 
  evidence regarding the use of the buildings.
  When compared to their counterparts within the main 
  house, the beings that inhabit the Dalles Castle grounds 
  are relatively benign.  Several large, shadowy figures 
  have been witnessed loping through the yard, as well as 
  the occasional large snake (which cannot be described in 
  enough detail for a breed to be determined).  In fact, the 
  only creatures who have been described in any detail are 
  a half dozen individual hyena-type humanoid creatures 
  that have been viewed from a distance by straggling 
  visitors.  Rydelle & Waitte report these beings as “land 
  spirits” who resided in this place long before Bishop 
  Dalles selected the site.  
  GM Notes: 
  The land spirits are generally benign, in spite of their 
  fearsome appearance.  They will not attack or harm 
  a human unless that person is involved in willful 
  destruction of the area. The gnolls, on the other hand, 
  are rather unfriendly and will attack anyone they 
  believe is invading their home. Bishop made deals 
  with all of these creatures when he began building that 
  allowed him to cause some minor destruction in order 
  to keep the majority of their home – the Dalles Castle 
  grounds – intact.
  
  Modern Backdrops
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  Dunklin
  Centerview Cemetery
  The final resting place of many of Dunklin’s founders, 
  the Centerview Cemetery is cared for in a joint effort 
  between the cemetery’s administration, the city parks 
  service, and the Historical Society.  While there is very 
  little paranormal activity in the cemetery, wild stories are 
  told at every bar and in every back room in town.  The 
  stories say that there is a group of ghosts that rise up 
  and kill those who trespass there at night.  There is no 
  evidence to support this story.
  The Vortex
  Deep within the earth, below one of the original Dunklin 
  College structures, an abstract configuration of stone is 
  all that marks this gaping hole between the worlds.  The 
  man responsible for the abduction of the six women 
  from the Dunklin College campus in 1966 found this 
  vortex by mistake, and used it to successfully hide the 
  seven other people he abducted from the downtown area.  
  While investigating the abductions of the six women, 
  Tanya Rydelle stumbled onto the vortex and spent several 
  weeks exploring its properties.  When she emerged 
  from the underground cavern, she had nearly all the 
  information on the case of the Jane Does – leaving only 
  (what she referred to as) minor details to be sorted out.  
  Rydelle gave no indication of what these “minor details” 
  might be.    
  Supernatural Residents
  Tanya Rydelle
  Psychic/paranormal investigator Tanya Rydelle came 
  to Dunklin to get answers.  She chose to come here, 
  working toward opening the eyes of the people, and 
  closing the doors to the terrible beings that torment 
  the place.  Her death did nothing to squash her 
  resolve, however, and she has remained active in the 
  investigations carried out by members of Pandora’s Box.  
  Her spirit is best contacted from the top of the building 
  which housed her office (the site of her 
  funeral) or within close proximity to her 
  crystal ball, now in the possession of 
  Charlie Mason.    
  The Guardian
  When Rydelle & Waitte discovered the 
  vortex that lead to the identification of 
  the Jane Does, they also woke the being 
  that had been responsible for guarding 
  the gateway.  The guardian had been 
  placed in a sort of stasis by an unknown 
  adversary late in the 1800s.  Part of 
  Rydelle’s investigation was centered on 
  discovering the identity of the adversary, 
  but the evidence was too muddled for 
  her to accurately interpret.  The guardian 
  immediately resumed its duty once 
  awoken by Rydelle, and 
  has refused passage to any 
  who were not in her direct 
  presence.  
  Game information on the 
  Guardian is found later in 
  this section.
  The Land Spirits of 
  Dalles Castle
  The normally benign spirits 
  that inhabit the land upon 
  which Bishop Dalles built 
  his estate are seldom seen, although always present.  
  Their presence is usually considered soothing to park 
  visitors.  It is only when they are provoked by the being 
  that resides in the house that they become aggressive.  In 
  spite of the wild stories attributed to them, the beings that 
  inhabit the Dalles Castle grounds have never harmed any 
  park visitor.
  Bishop Dalles
  Bishop Dalles was 
  considered, by most, to 
  be both extraordinary 
  and eccentric.  His 
  grandiose plans for his own estate, as well as for Dunklin 
  in general, were met with a mixture of amazement and 
  amusement.  While his ideas were well-regarded, and 
  his donations were always cheerfully accepted, the back-
  handed compliments and half-hidden giggles weighed 
  heavily on the darker parts of his mind.  His mysterious 
  lover, Gabrielle, seemed to work as a balancing force for 
  him.  Shortly after the birth of their daughter, Gabrielle 
  vanished and Bishop began his steady decline into 
  The Vortex
  The chamber is mostly empty.  Against the far wall 
  lies the Vortex, circled by its guardian. A small table 
  is usually found in the chamber, near the ladder. 
  Another smaller chamber, which is difficult to see, is 
  used by Mason as sleeping quarters when he spends 
  long periods underground
  
  Modern Backdrops
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  Dunklin 
  insanity.  He raised Sheila with the assistance of an 
  unseen nurse, known only as Tara.  Bishop died a deeply 
  disturbed and paranoid old man.  
  GM Notes: 
  Bishop Dalles is essentially benign, although if he 
  feels threatened he will retaliate fiercely.  On very rare 
  occasions, the ghost of Bishop’s true form is witnessed 
  on the grounds.  Game information on Bishop Dalles is 
  found later in this section.
  Sheila Dalles
  Sheila Dalles spent most of her life sequestered on 
  the Dalles Castle grounds.  Her father, by this time 
  considered to be extremely eccentric and most likely 
  insane, refused to allow the girl to leave the grounds.  
  Sheila learned, from her father’s example, to be 
  distrustful of the citizenry of Dunklin.  She was raised 
  and educated by her nurse, Tara, who took over caring for 
  the girl shortly after her mother’s disappearance.  After 
  Bishop’s death, Sheila became even more reclusive, 
  and eventually died in her home, with only her personal 
  assistant for companionship.  
  GM Notes: 
  Sheila learned at an early age that disobedience meant 
  near-torture at the hands of her nurse.  She became 
  withdrawn and paranoid – falling into many of the 
  same traps that had ensnared her father.  In the end, the 
  only one who knew anything about her was Jim Drake.  
  Like those of her father and brother, the ghost of her 
  true form is witnessed on rare occasions.
  Game information on Sheila Dalles is found later in 
  this section.
  Mitchell James
  Mitchell James was employed by Bishop Dalles in the 
  first stages of Dalles Castle’s construction.  As the head 
  groundskeeper, Mitch was deeply involved in all stages 
  of construction and landscape modifications.  He was 
  also involved, much against his will, in a strange series 
  of rituals designed – according to what he was told – to 
  keep the peace between the spirits that inhabited the 
  land and the humans who had invaded it.  Reluctant to 
  participate in the “unholy” rituals, Mitchell attempted 
  to leave the Castle grounds, but was detained by Bishop 
  and Gabrielle.  Mitchell participated, against his will, and 
  found himself increasingly bound to the land.  
  GM Notes: 
  Mitchell was used by Bishop and Gabrielle as an 
  identity who was to answer to the land spirits should 
  things go wrong.  He understood that he had been 
  placed in such a position and remained out of fear 
  that the land spirits would cause harm to himself, his 
  family, or the community if he tried to escape.  Because 
  of his dedication to preserving the peace, he remains to 
  this day.
  Tara
  The woman known only as Tara first appeared to Bishop 
  upon his arrival in the Dunklin area.  She took up 
  residence in Dalles Castle shortly after its completion, 
  bringing Gabrielle to meet Bishop soon after.  When 
  Gabrielle vanished, Tara remained in the home and acted 
  as nurse to the young Sheila.  Tara gave birth to her 
  own child when Sheila was sixteen.  The boy, James K. 
  Drake, would become Sheila’s constant companion.  Tara 
  vanished the night Bishop Dalles died, leaving her young 
  son in Sheila’s care.  
  GM Notes: 
  Tara is the name chosen by this particular demon for 
  the female form it used to gain control of the Dalles 
  family.  Gabrielle was one of her servants, instructed 
  to create a male child, and was banished after Sheila’s 
  birth.  Jim Drake is Bishop’s son, although Bishop 
  and Tara were the only ones ever to know of this 
  fact.  It was Tara’s intention for Sheila and Jim to 
  have children, but Jim refused to follow his mother’s 
  instructions in the matter.  When Tara left, outraged at 
  her son’s disobedience, Jim told Sheila everything he 
  knew about his mother and her plans.  She returned 
  shortly after Sheila’s death, shedding the disguise of 
  Tara’s human form.  The creature remains in the house, 
  tormenting Sheila and Jim for their part in ruining her 
  plan.  Tara is the most malevolent of all the Dalles 
  Castle spirits – striking out at anyone it feels capable of 
  harming.  
  James Drake
  Sheila Dalles’ sole companion for much of her life, Jim 
  Drake was the son of Tara – Sheila’s childhood nurse.  
  After his mother’s disappearance, Jim was seldom seen 
  away from Sheila’s side.  Rumors surrounded the pair for 
  several years after Bishop’s death, but there was no truth 
  to any of them.  Jim remained in the house after Sheila 
  released all the inside staff, causing even more rumors 
  about their relationship to move through the community.  
  To put an end to the whispers and sneers Jim, acting 
  against Sheila’s wishes, delivered an ultimatum to the 
  city council – “put an end to the whispers that blacken 
  my employer’s name, or all funding from Dalles Castle 
  will cease.”  When asked why he delivered the message, 
  Jim had this to say to the city council:
  “You cannot judge Sheila on the actions of her parents.  
  Nor can you judge me by the actions of my mother.  
  Sheila and I have spent my entire life together – living 
  like spoiled children and trying to ignore the whispers 
  that come from outside the gates of the estate.  Sheila 
  
  Modern Backdrops
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  Dunklin
  has been the only constant and good thing in my life, 
  and I refuse to sit by and watch as you people continue 
  to batter at her spirit.  Sheila is my friend, my employer, 
  and to a great extent, something like a sister to me.  
  Her safety, happiness, and peace of mind are my chief 
  concerns.”
  Within six months of Sheila’s death, Jim died in 
  his sleep.  He had settled most of her affairs, but still 
  had a ‘to do’ list on his bedside table.  Members of 
  the Historical Society were given the responsibility 
  of burying Jim’s body, and it was only in death that 
  their true relationship was recognized.  James Drake’s 
  headstone identifies him as Sheila Dalles’ “beloved 
  friend, champion, and brother.”
  GM Notes: 
  From the time Jim first began to suspect his mother’s 
  true origins, his only concern was for protecting Sheila 
  from harm.  His original plan had been to move away 
  from the estate in the likely event that Sheila died 
  before him.  With the return of his mother, he knew that 
  this course of action would be impossible – especially 
  when Sheila’s spirit had woken him from a sound 
  sleep the night before his mother returned.  Sheila 
  was crying, afraid of what would happen when Tara 
  returned.  Jim promised the frightened ghost that he 
  would not let anything happen to her and has remained 
  at the estate to fulfill that promise.  Jim’s ghost is very 
  active, and is almost always seen with Sheila’s.  If he 
  is seen without Sheila nearby, it is usually at the site 
  of one of Tara’s more severe actions – and when he 
  appears, it is to force her away from her victim.
  Jim’s true form was far more terrifying due to his 
  mother’s demonic heritage.  When truly malevolent 
  forces are present, it is likely that Jim will alternate 
  between his true form and the human façade.  
  Game information on James Drake is found later in 
  this section.
  Tanya Rydelle’s Killer
  The vortex discovered by Rydelle & Waitte during their 
  investigation of Dunklin College had been left unguarded 
  for many years before Tanya’s intense psychic signature 
  woke the guardian.  During the time it spent open, many 
  terrible forces moved through it freely.  One such being 
  was trapped in Dunklin after Tanya woke the guardian 
  and spent a considerable amount of time tracking down 
  the human who had made return to its home impossible.  
  When it discovered the location of Rydelle & Waitte’s 
  offices, it placed the investigators under a sort of 
  psychic siege.  It spent nearly two months battering at 
  the investigators – taking control of Cameron Waitte 
  early in its assault.  Cameron’s body turned out to be the 
  creature’s best weapon against its true target – Tanya 
  Rydelle.  Tanya refused to harm her partner, and so the 
  creature was able to chip its way through her defenses 
  using Cameron’s form as a shield.  In the end, the 
  creature succeeded in killing Tanya.  Cameron was kept 
  aware of his actions, although he had no control over 
  them, and since his return to Dunklin, he has been a very 
  different man.  The creature usually remains in or around 
  the offices, or near the vortex, looking for another chance 
  to harm its adversary, Tanya Rydelle.  
  GM Notes: 
  Tanya’s killer can often be found near her – its 
  continual attacks being little more than a nuisance 
  to Tanya’s spirit.  The creature, however, has such a 
  strong grudge against Tanya that it will use anything 
  and anyone it can against her.  Tanya will not harm 
  her friends or those she perceives as innocent, so this 
  creature may be used as the mastermind behind nearly 
  any dark deed in Dunklin.
  Dunklin’s Dark Secrets
  Who Was Bishop Dalles?
  Bishop Dalles had almost no history before he arrived 
  in the Dunklin area.  His mysterious past frowned upon 
  by Dunklin area residents when he arrived, but his 
  willingness to sink his fortune into the development of 
  the city was a benefit the city founders could not ignore.  
  Bishop Dalles has never been adequately identified, 
  and his past remains shrouded in mystery.  Only one 
  thing is certain – whoever he was, and whatever he was 
  involved with, it made him an incredible amount of 
  money.
  GM Notes: 
  At the time of his death, the man known as Bishop 
  Dalles was merely a human form of a copper dragon 
  named Khyrralkjhryddann.  At the time of the old 
  wyrm’s death, his children (Sheila Dalles and James 
  Drake) were already aware of their draconic heritage, 
  although they were both unaware that Bishop was 
  James’ sire.  Both Bishop and Sheila were driven mad 
  by Tara, and their insanity was, ultimately, the cause 
  of each of their deaths.  James chose death in order to 
  better protect Sheila from Tara.  
  Khyrralkjhryddann’s incredible fortune is hidden 
  somewhere deep beneath Dalles Castle.  Hidden on 
  the grounds, protected by the gnolls who continue 
  to fear their dragon landlords, is the smaller fortune 
  amassed by Sheila and James during their lifetimes.  
  The remaining treasure, totaling more than $3.5 trillion 
  dollars, has remained undiscovered – although Tanya 
  Rydelle’s personal journals (which are not available 
  to the public) mention the possibility of the treasure’s 
  existence due to “the odd and unsettling possibilities 
  surrounding the Dalles family’s origins.”
  
  Modern Backdrops
  Page - 84
  Dunklin 
  Behind The Curtain
  Hidden deep beneath the city, Thomas Krauss created his 
  own underground version of Dunklin.  This underground 
  complex became Krauss’ home after his disappearance in 
  1922.  
  Krauss became infatuated with Sylvia Tristan early in 
  her run at the Turner Theater.  By the summer of 1923, 
  Krauss and Tristan were romantically involved, Sylvia 
  would spend several days at a time in the underground 
  city.
  After two years of illicit encounters, which would have 
  shocked Sylvia’s conservative fans, she became pregnant 
  with their first child.  In order to preserve her reputation, 
  Thomas had her abducted by his servants, and brought 
  down into the underground city permanently.
  Over the years, many people have made Krauss’ 
  underground city their home, but the hidden population 
  has managed to keep themselves relatively unknown.
  A Walk Downtown
  One of the many terrifying phenomena to make use of 
  The Vortex, one beast has ravaged the downtown area 
  for several years.  This creature made use of the doorway 
  under the town to free itself from the prison that had held 
  it for two thousand years.  
  It was behind the rash of disappearances in 1976, and 
  several other single cases thereafter.  Being intelligent 
  enough to understand the danger of the media, it has 
  made certain not to create the same sort of spectacle 
  again.  
  The gargoyles that make their home in the rooftops 
  of the downtown area, however, continue to raise the 
  suspicions of the citizens, and keep the disappearances 
  fresh in the minds of the population.  
  Charlie Mason 7th Level (Dedicated 4/Psionic Student 3):  CR 7; Medium humanoid; HD 7d6; HP 22; Massive 
  Damage 11; Init +1; Spd 30 ft.; Defense 15, Touch 15, Flat-Footed 14 (+4 Class, +1 Dexterity); BAB +5; Atk +5 
  melee (1d4 Combat Martial Arts); Full Atk +5 melee (1d4 Combat Martial Arts); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  Empathy, Faith, Psionic Skills, Psychoanalyst; AL Tanya Rydelle; Occupation Student; Wealth +4; SV Fort +3, 
  Ref +2, Will +5; AP 3; Rep +2; Str 10, Dex 12, Con 11, Int 13, Wis 15, Cha 14.
  Skills: Sense Motive +9, Knowledge (Arcane Lore) +8, Knowledge (Behavioral Sciences) +8, Listen +9, Spot 
  +9, Treat Injury +9, Psicraft +7, Remote View +7, Knowledge (Psionics) +7
  Feats: Simple Weapon proficiency, Alertness, Educated (Arcane Lore, Psionics), Iron Will, Combat Martial 
  Arts, Blind-Fight, Improved Combat Martial Arts, Combat Expertise.
  Psionics: Power Points per day: 7; Powers known: 0 level: Detect Psionics Wis DC 13, Distract Cha DC 14, 
  Missive Cha DC 14, Level 1: Object Reading Wis DC 12.
  Natasha Viscount 9th Level (Charismatic 3/Fast 3/Smart 3):  CR 9; Medium humanoid; HD 6d6+3d8+9; HP 
  43; Massive Damage 12; Init +2; Spd 35 ft.; Defense, Touch, Flat-Footed (+6 Class, +2 Dexterity); BAB +4; Atk 
  +6 ranged (2d6 Colt Double Eagle); Full Atk +6 ranged (2d6 Colt Double Eagle); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  Charm, Favor, Evasion, Increased Speed; AL; Occupation Investigative; Wealth +6; SV Fort +4, Ref +5, Will +4; 
  AP 4; Rep +4; Str 10, Dex 14, Con 12, Int 13, Wis 12, Cha 16.
  Skills: Bluff +9, Diplomacy +9, Disguise +9, Gather Information +9, Intimidate +9, Knowledge (Streetwise) 
  +10, Knowledge (Current Events) +10, Perform (Act) +9, Hide +8, Move Silently +8, Forgery +7, Investigate +7, 
  Knowledge (Behavioral Sciences) +7, Research +7, Search +7
  Feats: Simple Weapon proficiency, Personal Firearms proficiency (from occupation), Deceptive, Stealthy, 
  Combat Expertise, Trustworthy, Combat Martial Arts, Point Blank Shot, Double Tap, Precise Shot
  Possessions: Colt Double Eagle
  Cameron Waitte 9th Level (Dedicated 3/Smart 3/Tough 3):  CR 9; Medium humanoid; HD 6d6+3d10+18; 
  HP 55; Massive Damage 14; Init +0; Spd 30 ft.; Defense, Touch, Flat-Footed (+5 Class); BAB +5; Atk +5 
  ranged (2d6 Colt Python); Full Atk +5 ranged (2d6 Colt Python); FS 5 ft by 5 ft; Reach 5 ft; SQ Skill Emphasis 
  (Investigate), Aware, Savant (Investigate), Plan, Damage Reduction, Remain Conscious; AL; Occupation 
  Investigative; Wealth +7; SV Fort +5, Ref +3, Will +5; AP 4; Rep +2; Str 14, Dex 10, Con 14, Int 13, Wis 16, Cha 
  11.
  Skills: Investigate +18, Sense Motive +11, Listen +11, Spot +11, Knowledge (Streetwise) +10, Knowledge 
  (Current Events) +10, Computer Use +7, Disable Device +7, Research +7, Search +7, Drive +4, Intimidate +5
  Feats: Simple Weapon proficiency, Alertness, Combat Expertise, Brawl, Personal Firearms proficiency (from 
  Occupation), Knockout Punch, Attentive, Improved Disarm, Defensive Martial Arts, Combat Throw
  Possessions: Colt Python
  
  Modern Backdrops
  Page - 85
  Dunklin
  The True Story of Tanya Rydelle’s Murder
  In September of 1996, the creature that murdered Tanya 
  Rydelle attached itself to Cameron Waitte.  Angered 
  by Rydelle’s efforts to close the Vortex, the creature 
  integrated itself with Waitte’s psyche in order to learn her 
  weaknesses.
  By the beginning of October, her murderer had found 
  that, by using Cameron Waitte, it could do whatever it 
  wanted to Rydelle and still remain safe.  The woman’s 
  devotion to her partner made it easy for the creature to 
  torture her and plot its ultimate revenge.
  When they became sequestered in their offices in mid-
  October, it was at the creature’s urging.  It had been able 
  to convince Rydelle that she was in great danger, and that 
  the only place she was safe was with Waitte. 
  For the next six weeks, the creature tortures her 
  magically and emotionally for a few days, then allows 
  Waitte to take control of his body and nurse her back to 
  health.  During this time, an even deeper relationship 
  builds between Rydelle and Waitte, resulting in a strong 
  romantic involvement as well.
  Infuriated, the creature twisted its control of Waitte and 
  kept him conscious during its final, relentless assaults, 
  which ended with Rydelle’s death early the morning of 
  December 1.  
  Cameron Waitte vividly remembers his body 
  murdering the only woman he ever loved, and suffers 
  an intense guilt over not having been able to protect her.  
  His return to Dunklin was fueled by the need to avenge 
  her murder.
    
  Plot Hooks
  Level I
  College Life
  A series of thefts plague the Dunklin College Art 
  Museum.  The pieces taken are not especially expensive, 
  but – as the local artists have all died – they are 
  Tanya Rydelle 7th Level Ghost (Dedicated 3/Investigator 4):  CR 9; Medium undead; HD 7d12; HP 45; 
  Massive Damage -; Init +1; Spd Fly 30 ft. (Perfect); Defense 20, Touch 20, Flat-Footed 19 (+4 Class, +1 
  Dexterity, +5 Charisma); BAB +5; Atk +5 melee (1d4 Corrupting Touch); Full Atk +5 melee (1d4 Corrupting 
  Touch); FS 5 ft by 5 ft; Reach 5 ft; SQ Manifestation, Corrupting Touch, Rejuvenation; AL good; Occupation 
  Investigative; Wealth -; SV Fort +3, Ref +4, Will +6; AP 3; Rep +3; Str 10, Dex 12, Con 0, Int 13, Wis 14, Cha 
  20.
  Skills:  Investigate +13, Sense Motive +14, Listen +14, Knowledge (History) +7, Knowledge (Streetwise) +13, 
  Knowledge (Behavioral Sciences) +10, Search +8
  Feats: Simple Weapon proficiency, Alertness, Personal Weapon proficiency, Advanced Firearms proficiency, 
  Educated (Streetwise, Behavioral Sciences), Attentive, Armor Proficiency (light)
  The Guardian (Air Elemental):  CR 5; Medium elemental; HD 8d8+16; HP 56; Massive Damage -; Init +5; Spd 
  Fly 60 ft. (Perfect); Defense 24, Touch 24, Flat-Footed 19 (+9 Natural, +5 Dexterity); BAB +6/+1; Atk +6 melee 
  (1d6 Slam); Full Atk +6/+1 melee (1d6 Slam); FS 5 ft by 5 ft; Reach 5 ft; SQ Darkvision, Elemental; AL good, 
  Tanya Rydelle; SV Fort +2, Ref +6, Will +2; AP 0; Rep +1; Str 10, Dex 20, Con 14, Int 8, Wis 8, Cha 10.
  Skills:  Spot +13, Listen +13
  Feats: Alertness, Iron Will.
  Bishop Dalles (Copper Dragon Ghost- Great Wyrm):  CR 24; Gargantuan dragon; HD 38d12; HP 266; 
  Massive Damage -; Init +0; Spd Fly 200 ft. (Perfect); Defense 49, Touch 49, Flat-Footed 49 (-4 Size, +37 Natural, 
  +6 Charisma); BAB +47; Atk +47 melee (1d4 Corrupting Touch); Full Atk +47 melee (1d4 Corrupting Touch); FS 
  40 ft by 80 ft; Reach 15 ft; SQ Stone Shape, Transmute Rock to Mud, Wall of Stone, Move Earth, Breath Weapon 
  (Line of Acid or Cloud of Slow Gas), Manifestation, Corrupting Touch, Rejuvenation; AL greed, Sheila Dalles, 
  Jim Drake; Occupation -; Wealth +40; SV Fort +29, Ref +21, Will +27; AP 12; Rep +4; Str 37, Dex 10, Con 0, Int 
  22, Wis 23, Cha 22.
  Skills:  Jump +24, Knowledge (Arcane Lore) +30, Knowledge (History) +30, Listen +30, Spot +30, Search 
  +30.
  Feats: Alertness, Power Attack, Cleave, Great Cleave, Flyby Attack, Sunder.
  Sheila Dalles (Half Dragon Ghost) 6th Level (Smart 3/Mage 3):  CR 7; Medium undead; HD 6d12; HP 39; 
  Massive Damage -; Init +1; Fly Spd 30 ft. (Perfect); Defense 24, Touch 24, Flat-Footed 23 (+3 Class, +4 Natural, 
  +1 Dexterity, +6 Charisma); BAB +2; Atk +4 melee (1d4 Corrupting Touch); Full Atk +4 melee (1d4 Corrupting 
  Touch); FS 5 ft by 5 ft; Reach 5 ft; SQ Savant (Arcane Lore), Linguist, Arcane Skills, Summon Familiar, Scribe 
  Scroll, Brew Potion, Manifestation, Corrupting Touch, Rejuvenation; AL Bishop Dalles; Occupation Dilettante; 
  Wealth +35; SV Fort +2, Ref +3, Will +7; AP 3; Rep +4; Str 15, Dex 12, Con 0, Int 17, Wis 17, Cha 22.
  Skills: Research +12, Knowledge (Arcane Lore) +15, Craft (Chemical) +12, Decipher Script +12, Spellcraft 
  +9, Concentration +6, Knowledge (History) +12.
  Feats: Educated (Arcane Lore, History), Windfall.
  
  Modern Backdrops
  Page - 86
  Dunklin 
  Jim Drake (Half Fiend/Half Dragon Ghost) 6th Level (Tough 3/Bodyguard 3):  CR 7; Medium Undead; HD 
  6d12; HP 39; Massive Damage -; Init +2; Fly Spd 30 ft. (Perfect); Defense 20, Touch 20, Flat-Footed 18 (+4 
  Class, +2 Dexterity, +4 Charisma); BAB +4; Atk +12 melee (1d4 Corrupting Touch); Full Atk +12 melee (1d4 
  Corrupting Touch); FS 5 ft by 5 ft; Reach 5 ft; SQ Manifestation, Corrupting Touch, Rejuvenation; AL Sheila 
  Dalles; Occupation Dilettante; Wealth +20; SV Fort +4, Ref +4, Will +3; AP 3; Rep +4; Str 26, Dex 15, Con 0, Int 
  19, Wis 12, Cha 18.
  Skills:  Concentrate +9, Intimidate +9, Knowledge (History) +9, Knowledge (Arcane Lore) +9.
  Feats: Alertness, Improved Initiative, Windfall.
  irreplaceable.  The PCs are enlisted to assist police in 
  finding the missing works of art.  They may be college 
  students, police, or community volunteers.
  Operation: Sunshine
  The PCs are volunteers at the Kingsley youth center.  A 
  particularly difficult youth comes to the center, seeking 
  “refuge.”  PCs must figure out how to deal with his story 
  – which includes, among other things, his witnessing a 
  recent murder.  The police have no record of the murder 
  and it is up to the PCs to find out if the boy is telling the 
  truth… and then figure out what to do with him and how 
  to deal with his story.
  Level II
  Things That Go Bump
  The PCs are associated (somehow) with the building that 
  houses the Rydelle & Waitte offices.  Shortly after Tanya 
  Rydelle’s death, tenants began to complain of strange 
  sounds coming from the office.  While the sounds have 
  quieted some, there is still a very strong presence in 
  the suite.  Building officials enlist the aid of the PCs to 
  discover a way to ease the problem – which is generally 
  understood to be Tanya Rydelle.
  GM Notes: 
  The offices were still under lease, although Cameron 
  Waitte had disappeared, until the end of June 1997.  
  While the property was, technically, available between 
  the time of the lease’s expiration and the time when 
  it was renewed by Waitte & Visconte, the building 
  supervisors were reluctant to list the space as available 
  due to the strange occurrences the PCs are employed to 
  discover.
  The Castle Guard
  To say that Sheila Dalles was paranoid would be a gross 
  understatement.  Not only did the spinster inherit her 
  father’s vast estate and incredible amount of money, she 
  also inherited a sense of distrust in anyone and everyone.  
  The only person who held any sway with her in her final 
  days was her personal assistant – a man who served more 
  as a body-guard than anything else.  
  Jim Drake remained loyal to the old woman long after 
  everyone else in the area said she’d gone insane – and 
  his loyalty, apparently, continues from beyond the grave.  
  His ghost has been seen in Dalles Castle more often 
  than most people care to admit, and the city council is 
  getting sick of the overprotective specter.  The PCs are 
  enlisted by the council to find a way to rid the Castle of 
  the specter quietly, but he doesn’t seem to be willing to 
  leave.
  GM Notes: 
  This could be before Rydelle & Waitte’s first stay at 
  Dalles Castle or after Tanya Rydelle’s death.  The 
  only time it cannot be set (for continuity purposes) is 
  between Rydelle & Waitte’s visits to the house.   
  Level III
  Backstage
  The PCs are enlisted by the management of the Turner 
  Theater to uncover the source of various strange and 
  unexplained events throughout the theater’s history.  
  The management requests answers to two of its most 
  terrifying questions – first, what happened to the 
  beautiful Sylvia Tristan after her disappearance in 1925; 
  and second, how exactly were the teens who were found 
  dead (in 1977) poisoned.  
  As the PCs delve into the secrets of the theater, it 
  becomes a far stranger and far less inviting world.  The 
  theater itself is built upon a vast network of tunnels and 
  underground passages – each apparently used as a home 
  at one time or another.  Further investigation provides 
  clues to the inhabitants of the tunnels, but PCs must 
  spend a great deal of time in the tunnels in order to find 
  the civilization itself.  
  When the PCs finally find the people who have made 
  their home under the Turner Theater, they will discover 
  that they are lead by the grandson of Sylvia Tristan – his 
  first concern is for those he considers to be his people, 
  and the PCs are trespassing…
  GM Notes: 
  Game information for Andrew Krauss can be found 
  later in this section.
  
  Modern Backdrops
  Page - 87
  Dunklin
  Evidence
  Although the cases have been solved according to the 
  police, the families of the six women abducted from 
  the college in 1966 are still grasping for answers.  
  What happened to their daughters and sisters?  Who 
  did it?  And how did it happen that their bodies were 
  found on the college grounds sixteen years before they 
  disappeared.  Being acquaintances of Rydelle & Waitte’s, 
  the PCs are hired by the families to investigate the area 
  where the girls’ bodies were found.  But the PCs find 
  more than they bargained for when they stumble through 
  the vortex that brought the girls’ bodies back in time 
  sixteen years.
  GM Notes: 
  PCs may be shifted forward or backward any number 
  of years – the trick is to make them feel uncomfortable 
  with the culture of the time, so pick an era that you are 
  quite familiar with.  Getting back is not simply a matter 
  of stepping back over the same spot.  Something in the 
  possession of one of the PCs is what brought them to 
  where they are now – so they must find something that 
  will take them back where they belong.  They may skip 
  around several different times before discovering the 
  correct circumstances for their return.
  Turner Theater
  1. Dressing Room
  2. Administration
  3. Dressing Room
  3. Ensemble Dressing Room
  4. Storage
  5. Small Props & Signs
  6. Restrooms
  7. Mid-Size Props & Costumes
  8. Large Props
  9. Lighting & Sound 
  10. Star Dressing Room
  11. Green Room
  12. Large Props
  13. Stage
  14. Orchestra Pit
  15. Seating
  16. Foyer
  17. Box Office
  18. Patio
  Each of the smaller dressing rooms is 
  used by a variety of performers and 
  guests when the theater is running a 
  production.  
  Each “S” indicates a cleverly hidden 
  entrance (DC 30) into the underground 
  city ruled by Andrew Krauss.
  
  Modern Backdrops
  Page - 88
  Dunklin 
  Table 1-3: The Psionic Student
  Class 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st
  +1
  +0
  +0
  +2
  Psionic skills, psionic powers
  +0
  +0
  2nd
  +1
  +0
  +0
  +2
  Psychoanalyst, psionic powers
  +1
  +1
  3rd
  +2
  +1
  +1
  +3
  Bonus feat, psionic powers
  +1
  +1
  4th
  +2
  +1
  +1
  +3
  Trigger power, psionic powers
  +1
  +1
  5th
  +3
  +1
  +1
  +4
  Power points, psionic powers
  +2
  +2
  6th
  +3
  +2
  +2
  +4
  Mental Adversary, psionic powers
  +2
  +2
  7th
  +4
  +2
  +2
  +5
  Bonus feat, psionic powers
  +2
  +2
  8th
  +4
  +2
  +2
  +5
  Trigger power, psionic powers
  +3
  +3
  9th
  +5
  +3
  +3
  +6
  Power points, psionic powers
  +3
  +3
  10th
  +5
  +3
  +3
  +6
  Disarm Mind, psionic powers
  +3
  +3
  Table 1-2: Powers Discovered
  Level
  Pts/Day
  Powers Discovered By Level
  0
  1
  2
  3
  4
  1st
  2
  2
  -
  -
  -
  -
  2nd
  2
  3
  -
  -
  -
  -
  3rd
  3
  3
  1
  -
  -
  -
  4th
  4
  3
  2
  -
  -
  -
  5th
  8*
  3
  3
  1
  -
  -
  6th
  11
  3
  3
  2
  -
  -
  7th
  14
  3
  3
  2
  1
  -
  8th
  17
  3
  3
  3
  1
  -
  9th
  22*
  3
  3
  3
  2
  -
  10th
  25
  3
  3
  3
  2
  1
  Trigger Power: At 4th and 8th level the Psionic 
  Student chooses one power (0, 1st, 2nd, or 3rd level) 
  from those he knows and can attempt to trigger that 
  power without paying its cost.
  In order to trigger the power, the Student must 
  Table 1-1: Bonus Power Points
  Cha Score
  Bonus Power Pts/Day
  12-13
  1
  14-15
  2
  16-17
  3
  18-19
  4
  20-21
  5
  Psionic Student
  Requirements
  To qualify to become a Psionic Student, a character 
  must fulfill the following criteria:
  Base Attack Bonus: +2.
  Skill: Sense Motive 6 ranks, Knowledge 
  (Behavioral Sciences) 6 ranks, Listen 6 ranks.
  Feat: Wild Talent.
  Allegiance: an individual allegiance to the 
  potential student’s mentor.
  Class Information
  The following features pertain to the Psionic Student 
  advanced class.
  Hit Die: 1d6.
  Action Points: 6 + one-half character level, 
  rounded down, every time the character attains a 
  new level in this class.
  Class Skills: A Psionic Student’s class skills (and 
  the key ability for each skill) are:  Autohypnosis 
  (Wis), Concentration (Con), Knowledge (current 
  events, history, popular culture, Psionics) (Int), 
  Profession (Wis), Psicraft (Int), Read/Write 
  Language (none), Remove View (Int), Speak 
  Language (none), Stabalize Self (Con), Use Psionic 
  Device (Cha).
  Skill Points at Each Level: 5 + Int modifier
  Class Features:
  All of the following features pertain to the Psionic 
  Student Advanced Class.
  Psionic Skills: All psionic skills are class skills for 
  the student.
  Psionic Powers: A Psionic Student must have key 
  ability scores equal to at least 10+the power’s level 
  in order to manifest that power.
  The DC to resist a psionic power is 10 + the 
  power’s level + the Student’s key ability modifier.
  Psychoanalyst: At 2nd Level the character gains 
  a +2 bonus on all Diplomacy, Bluff and Intimidate 
  checks against living humanoids with an Intelligence 
  score of 4 or higher.
  Bonus Feats: At 3rd and 7th levels the Psionic 
  Student gains a bonus feat.  The feat must be 
  selected from the following list, and the character 
  must meet any prerequisites. Alertness, Attentive, 
  Confident, Creative, Focused, Iron Will, Studious.
  
  Modern Backdrops
  Page - 89
  Dunklin
  Testament of Christ curing the possessed, and he 
  expressly passed this power to his Disciples, and 
  promised it to believers in general.  In the Middle 
  Ages, Pope Innocent VIII conferred this power 
  on every priest in the Catholic Church, and some 
  priests still hold the title of exorcist in the present 
  day Catholic Church.  Indeed, the call to renounce 
  the devil’s works, as a prelude to baptism and 
  communion in the Catholic church, is part of what 
  is known as “baptismal exorcism”, removing any 
  evil spirit that may be troubling the individual, 
  ritually cleansing and freeing him from any outside 
  influence, so that his sins may be expunged.
  The Stages of Possession
  Possession is a disease like any other.  For those 
  who know what to look for, the symptoms are 
  unmistakable.  In its earliest stage, Obsession, 
  Possession will often be mistaken for a more 
  common mental illness or spiritual affliction.  
  However, as the influence of the fiend grows, and 
  progresses to Manifestation, the signs become 
  clearer.  If left unchecked, the fiend is able to gain 
  bodily control over the victim, and the final stage, 
  Possession takes hold.
  Range of Possession:  Possession attempts 
  normally have a range of 10’/HD of the creature 
  making the attack.  However, if the creature has a 
  piece of his target, such as hair, a fingernail, a piece 
  of skin, then a possession attempt may be made at 
  any range.
      
  Obsession
  This earliest stage involves a general torment of the 
  spirit, and the leading of a spirit a fiend wishes to 
  possess toward sin, which weakens the spirit and 
  makes the body a better “home” for the fiend.  If 
  the individual under assault has the Faith feat, this 
  stage of possession will always first manifest itself 
  have sufficient power points in reserve to manifest 
  the power normally.  If the character succeeds at the 
  power’s ability check, the power manifests normally 
  with no power point cost.  If the character fails 
  the check, the power manifests normally, but the 
  character must pay the power point cost.
  The DC of the ability check is determined by 
  level: 0-level, 11; 1st level, 13; 2nd level, 15; and 3rd 
  level, 17.
  Power Points: At 5th and 9th levels, the Psionic 
  Student’s power points increase dramatically rather 
  than following slower progressions.  See Table: 
  Powers Discovered by Level.
  Mental Adversary: At 6th Level, the character 
  may deal +1 ability damage on a successful psionic 
  attack by paying an extra 3 power points.  The 
  character chooses whether or not to deal this extra 
  damage after determining the failure or success of 
  the psionic attack.
  Disarm Mind: At 10th level, the character may 
  deplete a number of power points equal to his 
  Charisma modifier x4 on any psionic attack that 
  deals 1 or more ability damage.  The character must 
  pay power points equal to the cost of the psionic 
  attack +3.  The character chooses whether or not to 
  deal this extra damage after determining the failure 
  or success of the initial attack.
  as the Doubt affliction, since Faith protects from 
  Manifestation and Possession.  Among other victims, 
  Malaise and Hate are preferred, as these tend to 
  isolate the victim and make it less likely he will 
  receive help in time.
  Obsession is resisted by a Will save, with the DC 
  determined as follows:  
  Condition
  DC
  Fiend knows victim’s name: 
  10
  Fiend has seen victim, or conversed with 
  him personally: 
  15
  Fiend has something personal belonging to 
  the victim, such as a piece of clothing: 
  20
  Fiend has a piece of the victim, such as 
  hair, fingernails, and so forth: 
  25 
  Manifestation
  Once a character has failed a save against Obsession, 
  the Fiend has a foothold inside his body, a small one 
  to be sure, but through that small opening the Fiend 
  will seek to grow inside the character’s body, until at 
  last he can begin to manifest himself.
  Every week a character suffering from Obsession 
  must make a Will Save, with a DC equal to the 
  original save DC to resist Obsession (the method 
  of entry still can make things easier for the Fiend if 
  he has some personal effect of the character).  Note 
  that characters “merely” suffering from a Spiritual 
  Affliction suffer no chance of Manifestation.  It is 
  only when that affliction is imposed on a character 
  with the express purpose of leading to Possession 
  that this save need be made.  Once a character fails 
  this save, his condition begins to deteriorate as 
  shown on the table below.  A character enters the 
  table below at a level equal to the Charisma modifier 
  of the possessing Fiend, or 1, whichever is higher.  
  Possession
  (Originally from Blood and Relics by RPGObjects)
  Possession has been considered a fact by the 
  faithful from ancient times, until the present day.  
  The Babylonian Talmud, for example, contains a 
  formula for exorcism, and the powers of the exorcist 
  were said to have been conferred on King Solomon 
  directly by God.  There are many tales in the New 
  
  Modern Backdrops
  Page - 90
  Dunklin 
  Thereafter, adds one to his Possession Clock each 
  day, until the character reaches 19.  At that point, the 
  character gains the Fiendish Vessel template, and is 
  treated as an NPC (the Fiend controls every action of 
  the character). 
  As a character moves up the Possession table, he 
  still suffers the effects of the stages below.  So, a 
  character at stage 9, would be Frothing at the mouth, 
  Blind, Deaf, and Dumb.  Although many of these 
  symptoms are an attempt by the victim’s body to 
  deny control to his possessor, it often plays into 
  the fiend’s hands, cutting the character off from the 
  outside world, hearing only the voice of the beast 
  within.
  Possession Clock
  Condition
  1-2
  Mute
  1-3
  Deaf
  5-6
  Blind
  7-8
  Frothing at the mouth
  9-10
  Projectile Vomiting
  11-12
  Seizures
  13-14
  Contortions
  15-16
  Poltergeist
  17-18
  Direct Manifestation
  19-20
  Fiendish Vessel
  Mute:  A mute character cannot speak.  This gives 
  the character a –4 penalty on all charisma-based skill 
  checks.  This condition makes use of the Knowledge 
  (Theology) skill impossible as well.
  Deaf:  The hero can’t hear and takes a –4 penalty 
  on initiative checks. The character can’t make Listen 
  checks.
  Blind:  The hero can’t see at all, and thus 
  everything has total concealment to him or her. 
  The character has a 50% chance to miss in combat. 
  Furthermore, the blinded character has an effective 
  Dexterity of 3, along with a –4 penalty on the use 
  of Strength-based and Dexterity-based skills. This 
  –4 penalty also applies to Search checks and any 
  other skill checks for which the GM deems sight to 
  be important. The character can’t make Spot checks 
  or perform any other activity (such as reading) that 
  requires vision.
  Frothing:  From this point on, the Fiend can see 
  and hear everything that happens in the victim’s 
  presence, even though the victim himself is blind 
  and deaf.  The character occasionally froths at the 
  mouth like a rabid animal, thrashing and speaking 
  in tongues.  Anyone witnessing this display must 
  make a Will saving throw (DC 10) or be shaken for 
  1-6 rounds, taking a –2 on all skill checks (including 
  Exorcism checks).
  Projectile Vomiting:  The character will go into 
  occasional fits of vomiting, as if having recently 
  eaten an enormous amount of food, regardless 
  of when the character’s last meal was.  Anyone 
  witnessing this display must make a Will saving 
  throw (DC 15) or be shaken for 1-8 rounds, taking a 
  –2 on all skill checks (including Exorcism checks).
  Seizures:  The character will go into violent fits 
  similar to those caused by epilepsy.  Each hour the 
  character must make a Will save (DC 10 + one per 
  two points up the Possession Clock) or suffer a 
  fit, lasting 1-10 rounds.  Each round the character 
  will suffer 1-2 points of subdual damage unless 
  ministered to (being held down, having something 
  placed under the tongue, and so forth).  Anyone 
  witnessing this display must make a Will saving 
  throw (DC 18) or be shaken for 1-10 rounds, taking 
  a –2 on all skill checks (including Exorcism checks).
  Contortions:  At this stage the fiend is literally 
  torturing the body of his victim, causing it to move 
  and bend and contort in unnatural, even impossible 
  ways.  Reports of the head turning completely 
  around are not unknown. Anyone witnessing this 
  display must make a Will saving throw (DC 20) or 
  be panicked for 1-8 minutes.
  Poltergeist:  At this stage, the fiend is able 
  to manifest a “telekinetic tantrum” through 
  the possessed.  Anyone in the room when this 
  manifestation occurs will suffer an attack with 
  a BAB equal to the Charisma modifier of the 
  possessing fiend.  Damage is 1d6 plus the Charisma 
  modifier of the fiend.  This ability may be performed 
  a number of times per day equal to the Fiend’s 
  charisma modifier, or 1, whichever is higher.  This 
  ability is likely to be used on any potential exorcists, 
  and flying debris has killed exorcists according to 
  some accounts. Anyone witnessing this display must 
  make a Will saving throw (DC 20) or be panicked 
  for 1-8 minutes.
  Direct Manifestation:  Similar to Poltergeist, 
  except that there is limited conscious control of the 
  fiend over his victim.  A number of rounds per day 
  equal to the fiend’s charisma modifier, the fiend may 
  exert direct control over the victim, using any ritual 
  or spell-like ability through the possessed that the 
  fiend has at its disposal.  Each such manifestation 
  inflicts 1d6 points of damage plus the fiend’s 
  charisma modifier on the victim, so repeated use 
  of this ability may kill the victim, denying the 
  fiend its prize.  However, for the exorcist, both the 
  manifestation, and the withering effect on the victim, 
  is of concern, as a victory over a fiend by the death 
  of the victim is a hollow one indeed.
  Fiendish Vessel:  At this point, the Fiend has 
  complete control over the victim’s actions, and 
  may act freely.  Usually, if no help has been called, 
  or if that help seems naïve, the fiend will feign a 
  “recovery”, acting as though just coming out of a 
  serious illness.  If such a ruse seems unlikely to be 
  successful, the fiend will simply depart, and will 
  attack if restrained.  The victim has the Fiendish 
  Vessel template applied at this point.
  
  Modern Backdrops
  Page - 91
  Dunklin
  Performing an Exorcism
  Successfully performing an Exorcism requires a 
  Knowledge (Theology) skill check.  This check 
  is made at –4 if the character does not have the 
  Exorcism feat.  The DC of this check depends 
  on how serious the victim’s condition is.  If the 
  condition is recognized early on, the ritual will be 
  relatively easy to perform.  In the later stages, not 
  only is this ritual more difficult, but dangerous as 
  well, as the Fiend will use any means at its disposal 
  to destroy the exorcist.
  The Exorcist’s Tools:  An Exorcist needs a Bible 
  (devoted to any Higher Power), a Holy Symbol, and 
  Holy Water.  If an exorcist does not have all these 
  tools, he suffers a –4 on his Knowledge (Theology) 
  check.
  Exorcising Obsession:  At this stage, the 
  Knowledge (Theology) DC is 10.  At this point 
  an Exorcism takes one hour to perform.  Any 
  material the Fiend has (such as hair or fingernails) 
  is destroyed by the power of the Ritual, seriously 
  harming the Fiend’s ability to possess the same 
  target again.
  Exorcising Manifestation:  Once a character has 
  reached this stage of possession exorcism becomes 
  much more difficult.  Add the character’s position 
  on the “Possession Clock” to 10 to determine the 
  DC of any exorcism.  So, a character under assault 
  by a Fiend with an 18 Charisma (starting position 
  on Possession table of 4), who has been under the 
  fiend’s influence for 6 days (current position 10), 
  would require a Knowledge Ritual check of 20 to 
  free from influence. An Exorcism takes one hour per 
  DC to perform at this point.  So, the victim from our 
  previous example, the ritual would take 20 hours to 
  perform.  Any material the Fiend has (such as hair or 
  fingernails) is destroyed by the power of the Ritual, 
  seriously harming the Fiend’s ability to possess the 
  same target again.
  Exorcising Possession:  Once a character reaches 
  “Fiendish Vessel” on the Possession table, the 
  Exorcism DC becomes 30, and rises by 1 every 
  day.  Obviously at some point the bond between 
  host and master becomes effectively permanent, and 
  the only way to free the tormented is by his death.  
  Also, exorcism at this point become dangerous in 
  the extreme, as the fiend will lash out at any exorcist 
  with all of its power.
  However, if exorcism is successfully executed at 
  this point, both fiend and victim must succeed at a 
  Fortitude save (DC 20) or perish.  Any material the 
  Fiend has (such as hair or fingernails) is destroyed 
  by the power of the Ritual, seriously harming the 
  Fiend’s ability to possess the same target again.
  Fiendish Vessel (New Template)
  A tortured soul, a prisoner inside its own body, a 
  Fiendish Vessel is someone who has been possessed 
  by a Fiend.  Fiends use these poor vessels for 
  disguise, or, in the case of Fiends that are trapped, 
  such as Celestan, as a way to influence the mortal 
  world from their prisons.
  Creating a Fiendish Vessel:  Fiendish Vessel is a 
  template that may be added to any human or animal 
  (referred to hereafter as the “base creature”).  The 
  creature’s type changes to “Fiend”.  It uses all the 
  base creature’s statistics and special abilities except 
  as noted here.
  Natural Armor:  The base creature’s natural 
  armor improves by an amount based on its size: Tiny 
  or smaller +2, Small +5, Medium-size +9, Large 
  +14, Huge +16, Gargantuan +18, Colossal +20.
  Attacks:  A Fiendish Vessel retains all the attacks 
  of the base creature, and gains claw and bite attacks 
  if it did not have them already.
  Damage:  If the base creature does not already 
  have bite and claw attacks, use the damage values in 
  the table below.  Otherwise, use the values below or 
  the creature’s damage, whichever is greater.
  Size
  Bite Damage
  Claw Damage
  Fine
  -
  - 
  Diminutive
  1d2
  1
  Tiny
  1d3
  1d2
  Small
  1d4
  1d3
  Medium-Size
  1d6
  1d4
  Large
  1d8
  1d6
  Huge
  2d6
  2d8
  Gargantuan
  2d8
  2d6
  Colossal
  3d6
  2d8
  Special Attacks:  A Fiendish Vessel retains all the 
  special attacks of the base creature, and also gains all 
  of the special attacks of the possessing Fiend.
  Special Qualities:  A Fiendish Vessel retains all 
  the special qualities of the base creature, and also 
  gains special qualities and all the weaknesses (such 
  as vulnerability to holy water) of the possessing 
  Fiend.
  Saves:  Same as the base creature.
  Abilities: A Fiendish Vessel uses the Physical 
  Abilities of the base creature, each at +2, and the 
  mental abilities of the possessing Fiend.
  Skills:  A Fiendish Vessel uses the skills of the 
  Possessing Fiend, but uses any racial bonuses to 
  skills allowed to the base creature.
  Feats:  A Fiendish Vessel uses the feats of the 
  Possessing Fiend.
  Challenge Rating:  As the base creature, +1/4 HD 
  of the possessing Fiend.
  Allegiances:  As the possessing Fiend.
  
  Modern Backdrops
  Page - 92
  Open game license
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson
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  the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/RPG Objects/Accessories/Modern Backdrops.pdf