TEXT: Welcome to Traumaville: To many, Traumaville is just another
  quiet city, with well-manicured lawns, tract housing, friendly
  neighbors and honest suburban living. But stay in town for any
  length of time, and it’ll become quickly apparent that there’s more
  to the city than would appear at first glance. For one, Traumaville
  happens to be the murder capital of Southern California; more
  teenagers disappear from the school and uppermiddle class neigh-
  borhoods than anyone could think possible. It’s as if, for some rea-
  son, evil is attracted to Traumaville. Those in the know argue that
  the city has become a mecca of sorts for all types evil:
  serial killers, practitioners of witchcraft and other
  hellspawn. In actuality, bad mojo just kind of
  permeates the place. 
  And despite all of this, people still
  come in droves to live in bright,
  sunny Traumaville. Even the resi-
  dents who live here seem ambigu-
  ous to the horror and danger that
  surrounds them, as if missing
  and dead teenagers are just a
  way of life. It is because the
  residents of Traumaville are
  desensitized to the violence?
  Or perhaps something more
  nefarious holds sway over the
  community...
  Locations: Below are some of
  Traumaville’s 
  most 
  notable
  landmarks. GMs are free to add
  more locations to suite their tastes.
  Options include additional night-
  clubs, cemeteries, haunted houses,
  abandoned factories, shopping malls
  and the obligatory wooded camp site.
  Traumaville High School: With a student
  body of more than 900 teenagers, THS tends to
  have a high body count. In fact, more juniors and seniors
  turn up missing or dead on a weekly basis than in any other high
  school in the country. The school also boasts the highest undead
  population as well, but no one really talks about that much. On the
  upside to all of this, THS features beautiful Spanish-style archi-
  tecture, expansive athletic fields, a huge auditorium, a student-
  decorated lounge and a fully computerized library.
  Resurrection Cemetery: There are far too many of these in
  Traumaville to mention, although the largest is Resurrection
  Cemetery. On the grounds of this dozen-acre cemetery is a large
  marble mausoleum, the historic Traumaville Funeral Home, and
  on-site crematorium. Oh, and did we mention the dead also rise
  here at night, hungry for the flesh of nubile teen girls and the
  brains of high school jocks overloaded with testosterone?
  The Zone: This trendy nightclub is all the rage in Traumaville,
  specifically among the city’s teen scene. It’s also dark, crowded,
  noisy and features some of the hottest live bands to hit the West
  coast. Unfortunately, the nightclub is located in a particularly bad
  section of town and surrounded by a number of abandoned ware-
  houses and factories. Perfect breeding grounds for dark,
  nasty things that go bump in the night.
  Traumaville Hospital: The city’s hospital
  is always busy, especially its bustling
  trauma center, where on-site physi-
  cians are ready to service residents’
  every need, be it a gang-related
  incident, a run-in with a backed-
  up sewer line, an inconvenient
  tumble down the stairs or a tus-
  sle with an axe-wielding, hock-
  ey mask-wearing maniacal
  serial killer. 
  Traumaville Mall: Located
  smack dab in the middle of the
  city is the expansive, multi-
  level 
  Traumauville 
  Mall.
  Recently refurbished, it boasts
  a multiplex cinema offering
  first-run movies, as well as many
  shops and a lavish food court. Be
  sure to check out the cool video-
  game parlor on the upper level.
  There’s also a well-known occult
  bookstore and magick shoppe located on
  the upper-level called Good Juju, which
  carries voodoo dolls, love potions and Ouija
  boards, among other items. The nightwatch men
  are fairly lax, so mall break-ins are fairly common.
  Natural History Museum: Boasting several impressive collec-
  tions of anthropological artifacts, as well as scientific specimens,
  the museum also plays host to several touring exhibitions each
  year. Recently, the Peruvian Mummy exhibit drew record crowds. 
  Traumaville Beach: Just off  I-17 West is the city’s public beach.
  Bonfires are permitted; however, alcoholic beverages and glass
  containers are not. There have been several unverified shark sight-
  ings, but the Traumaville Water Safety Commission advises that
  there is, at present, no cause for alarm.
  Shriek and Traumaville © Copyright 2002 Deep7, LLC. All Rights Reserved Worldwide. 
  Permission to print and/or distribute this free setting granted. Visit http://www.deep7.com for more free 1PG goodies
  Traumaville
  A 1PG Setting for Shriek
  By Mark Bruno and James Stubbs
  
  Robert Mayer
  Traumaville HS Principle
  BUFFNESS 1/Whup-Ass 2; LOOKS 1; CRAFTINESS 3/Drive
  2; BRAINS 2/Debate 2; Blood 10
  Principle Mayer is a strict disciplinarian that rules his school with
  an iron fist. He’s a harsh man in his early 50s that delights in pun-
  ishing teenage delinquents and making life generally miserable
  for the student body. Mayer is often seen patrolling the hallways
  of Tramuaville High School on a daily basis, looking for trouble.
  Walter Ellison
  Chief of Police
  BUFFNESS 2/Whup-Ass 3;
  LOOKS 1; CRAFTINESS
  3/Drive 2; BRAINS 2/Debate
  1; Blood 15
  As a 30-year veteran of
  Traumaville’s police force,
  Chief Walter Ellison has seen it
  all. Unlike most other suburban
  communities in the country, his
  law enforcement officers have
  their hands full with missing
  persons cases, not too mention
  the 
  weekly 
  occurence 
  of
  teenage murders and mental
  ward escapees. Ellison is a
  hard-boiled type, not easily
  swayed and always patrolling
  his city with open ears and
  eyes.
  Chet Bradley
  Football Star
  BUFFNESS 2/Whup-Ass
  2/Gym 2; LOOKS 3/Fashion
  Sense 2; CRAFTINESS 2/Drive 2; BRAINS 1/; Blood 15
  Chet is something of a celebrity at Traumaville High School. He
  is, after all, the star quarterback and the school’s crown jewel
  when it comes to sports. Unfortunately, what he lacks is tact, class
  and humility.  Chet tends to be arrogant, cocky and bullheaded,
  not to mention he is one big dude. Still, despite his utter disregard
  for people, the girls love him and his teammates revere him for his
  prowess on the field. 
  Dawn Sheridan
  Head Cheerleader
  BUFFNESS 1/Gym 2; LOOKS 3/Fashion Sense 2/Pose 1;
  CRAFTINESS 2/Shopping 1; BRAINS 1; Blood 10
  As captain of Traumaville High’s cheerleading squad, Dawn
  Sheridan is shallow, snarky and down-right materialistic. And
  those are her good points. Dawn’s blood is bluer than most; she
  comes from a rich family  and refuses to be put down. Most fairy
  queens are delicate creatures , but Dawn is as tough as nails and
  her brutal honesty certainly won’t get her a career as a politician.
  Not that she’d want to be one, that is. Rather, Dawn has her sights
  on Hollywood after she graduates. 
  Allison Styles
  Channel 13 Ace Reporter
  BUFFNESS 1; LOOKS 3/Fashion Sense 2/Pose 2; CRAFTI-
  NESS 2/Drama 2; BRAINS 3; Blood 10
  Allison Styles got her start in
  several small media markets
  before hitting the big time
  and landing a job as a
  reporter for Traumaville’s top
  10 o’clock news program on
  Channel 13. After six months
  on the job, Channel 13’s rat-
  ings soared through the roof
  and she’s currently the
  town’s media darling. Allison
  is something of a maverick,
  doing whatever it takes to get
  the next big story. She can be
  ruthless and single-minded at
  times, which only adds to her
  popularity. In recent months,
  she been obsessed with cov-
  ering Traumaville’s crime
  wave and the current rash of
  teenage disappearances.
  “Shifty Pete” Willis
  Groundskeeper
  BUFFNESS 2/Whup-Ass
  1/Hold Liquor 2; LOOKS 1;
  CRAFTINESS 2/Gear-
  head/Mixology 1; BRAINS 2; Blood 10
  Shifty Pete has been Resurrection Cemetery’s head groundskeep-
  er for no one knows how long. He’s an old codger who hates kids
  and despises those who come to goof off at the cemetery at night.
  More than one student has been chased off the grounds by Shifty
  and his dogs. 
  Babe Armstrong
  Monster Hunter
  BUFFNESS 2/Whup-Ass 3/Gym 2; LOOKS 3/Fashion Sense
  1; CRAFTINESS 3; BRAINS 2; Blood 20
  This self-stylized monster hunter claims that Traumaville is under
  attack by “forces of darkness.” Whether that’s true is up for
  debate. Aside from a few of her close friends, most folks avoid
  poor Babe.  Still, she remains steadfast in her assertions and is
  often see patrolling the streets and cemeteries of Traumaville late
  at night.
  Traumaville npcs
  
  The Premise: The PCs are all members of the Traumaville High
  Theater Company or are friends/significant others of someone in the
  Company. In order to raise some money for props and playbill print-
  ing costs, they recently dressed and acted as ancient Peruvians for
  the Peruvian Mummy exhibit at the Traumaville Museum. As the
  exhibit ends, the Company has decided to hold their wrap party at
  the museum.
  The Setup: The wrap party is winding down, as it is late in the
  evening and nearing closing time. Many of the partiers have left
  already. The die-hards that remain have fallen into the usual listless
  small talk or are nursing their drinks, and the music has turned from
  energetic beats to a more relaxed fare. Naturally everyone is going
  to forget the time and get locked in the museum after it closes.
  Strangely enough, no security guards come by to run them out and
  the museum is a very spooky place at night, with its very dim light-
  ing and echoing chambers and hallways. Play up the group’s para-
  noia by having them catch fleeting glimpses of strange shadows and
  odd shapes. Footsteps and voices will echo and be wildly distorted.
  Even as creepy as things are, some of the more amorous couples
  will sneak off to find some privacy, while others will wander off to
  try to find a phone, a guard or just take an opportunity to explore.
  Behind the Scenes: You guessed it – the mummy in the exhibit has
  come to life for some reason or another and is anxious to get in some
  after-hours killing time. It has already taken care of Barney and
  Ernie, two overweight and inept security guards. The players can
  easily find their mangled bodies after only a cursory search. It’s
  more fun to let one of the NPCs find the bodies; that way you can
  have the PCs hear their horrid screams and come running. Both of
  the bodies have pistols, but one only has two bullets in it and the
  other only has one. 
  Traumaville Museum: The museum is composed of two floors.
  The first floor contains a gift store, a bookstore, foyer with an infor-
  mation booth, bathrooms, janitor closet, the art gallery with a per-
  manent exhibit of local artist’s works, a exhibit of colonial weaving
  and another one of North American Indian pottery and crafts.
  The second floor contains more bathrooms, the security guard
  office, administrative offices, a meeting room, the Peruvian mummy
  exhibit, an exhibit on medieval weaponry, another on women’s fash-
  ions through the ages and one on the history of photography.
  When Good Times Go Bad: It won’t take a rocket scientist to fig-
  ure out that something bad is going on. The museum’s doors are
  controlled by a time lock and will not open until 8 a.m. The win-
  dows are reinforced, bulletproof and impossible to break. There is
  plenty of ancient melee weaponry in the medieval exhibit that the
  PCs can use to arm themselves, but most of it is old and prone to
  breaking. Fire is the most effective way of dealing with the mummy.
  Clever characters could use some of the more volatile darkroom
  chemicals from the photography exhibit to make something flam-
  mable or explosive; however, open flames can only subsist for two
  rounds before the museum’s sprinkler system catches the smoke and
  turns on, extinguishing the blaze.
  The Mummy: The mummy is still adorned with ornamental beads.
  To add an extra element of creepiness to the scenario you could
  always have the faint clicking of beads echo throughout the muse-
  um to set the PCs on edge. Remember, paranoia and fear are the
  Shriek referee’s best friends outside of caffeine and an encyclopedic
  knowledge of every slasher and monster movie ever made. 
  The mummy prefers to kill with its bare hands through bludgeon-
  ing a victim to death or through strangulation, but if you feel it
  appropriate, you can arm it with a ceremonial spiked club that does
  4 Blood damage. Like most mummies, it is slow and seems to be
  where it shouldn’t at exactly the worst possible time for the PCs.
  Fire is its worst enemy. The mummy will suffer double damage
  from any fire-based attack. However, once ablaze, it will attempt to
  attack the person who set it on fire to the exclusion of everything
  else. If this also sets the attacker on fire, so much the better.
  If the PCs somehow manage to kill the mummy, give them a brief
  respite and a false sense of security before it comes back alive
  again!
  Killing the Unkillable: Bullets can’t kill something that no longer
  has any vital organs. The old medieval weapons are too brittle to be
  of much use and fire is quickly put out before it can cause any real
  lasting damage. What possible chance does the THS Theater
  Company have? Not much. However, there is a slim one. The
  Peruvian exhibit contains artifacts found at the burial site of the
  mummy. The most interesting of these objects is a broken clay seal
  with strange writing on the back that was removed from the sar-
  cophagus by someone or something . The seal is identifiable to any-
  one with occult knowledge as a containment ward that should
  secure the sarcophagus lid once the mummy is placed back inside.
  The incantation will need to be deciphered before it can be read,
  however. Feel free to apply Target Number penalties as the group
  researches the writing. The ultimate solution requires the PCs to
  somehow lure or force the mummy back into its resting place, slam
  the lid shut and reapply the seal while reciting the incantation. 
  Concluding the Scenario: The scenario ends with the survivors
  trapping and sealing the mummy back into his tomb or at least sur-
  viving until 8 a.m. the next morning when the time lock on the door
  opens so that they can escape. Of course, nobody believes their story
  if they live to tell the tale. The mummy will be found unharmed and
  undisturbed in its tomb regardless of what happens.
  This scenario could be used as a launching point for a series of
  scenarios where the survivors band together to prove that they
  weren’t crazy by exposing the supernatural occurrences in
  Traumaville or they become alarmed when the Traumaville
  Museum decides to make the Peruvian Mummy exhibit a permanent
  one!
  Wrap party
  By James Stubbs
  The Mummy
  BUFFNESS 3/ Whup-Ass 2; LOOKS 1;
  CRAFTINESS 2; BRAINS 1; Blood: 25
  
SOURCE: textdata/thevault/Shriek/Shriek Traumaville.pdf