Section 1.0 A Horror Adventure

The 8 Skulls of Dr. Dement is a horror themed adventure for Micro Chapbook RPG--inspired by gothic low-budget horror ficks of the fSamplefties and sixties. This is not th e filefrst adventure inspired by such horror movies as this, and it will certainly not be the last.

12 It is set in the horrifc gothic fantasy landscape of Bella Frostmist. Some horror ficks to check out before playing include:

● The Four Skulls of Johnathan Drake (from 1959) ● The Terror (from 1963 starring Boris Karloff and Jack Nicholson) ● Any of the Edgar Alan Poe movies produced by Roger Corman and starring Vincent Price. These include, House of Usher (1960), The Raven (1963), The Pit and the Pendulum (1961), and more. ● Monstrosity (A.K.A. The Atomic Brain from 1963). ● Black Sabbath (from 1963 starring Boris Karloff and directed by ). ● Black Sunday (from 1960 starring and directed by Mario Bava). ● Nightmare Castle (1965 starring Barbara Steele) ● (1965 starring Barbara Steele) OnSample the following page you’ll fnd a mfileap of the Bella Frostmist region. This adventure takes place somewhere along The Northern Road.

13 Sample file

14 ADRENALINE and TERROR As this is a horror game, there are new additional rules to use called ADRENALINE and TERROR!

ADRENALINE: ADRENALINE begins at 0. Each time your willpower reaches 0, you gain 1 Adrenaline. You also gain 1 additional Adrenaline when you fail a Bravery check WHILE at 0 or less Willpower. Adrenaline can come in handy, but acts as a double edged sword when used. You can spend 1 Adrenaline to automatically pass ANY stat check. However, adrenaline spent this way converts into TERROR!

TERROR: Terror is the hopelessness your character feels in adverse situations and can put a huge damper on your ability to succeed. Whenever you make a STAT check, you will roll as many extra D6s as you have TERROR (These are called Terror Dice). If any one Terror Dice shows a 6 (or whatever is the highest number on your current LEVEL DICE for Advanced Leveling), you automatically fail. You may not use adrenaline to pass this chSampleeck. file Terror and Adrenaline will both drop back down to 0 whenever your character rests.

15 Section 2.0 The Castle of Dr. Dement

You’ve travelled the Northern Road route through the Bella Frostmist countryside so many times you almost have each bump and crack in the road memorized.

Or at least, that is what you thought. YoSampleu didn’t expect the heavy fog to rofilell in, obscuring your view from atop the wagon. The donkey pulling you along seemed uneasy, restless. When it came to the usual fork in 16 the road that led out of this cursed land, you took the right path--the one you’ve always taken to head toward the Frostway Path.

However, somehow in these mists, you quickly realized you were on the wrong path. When the howl of a wolf sent your donkey into panics, pulling the cart at top speed through a glade of trees and bushes, you were thrown from your seat.

The next thing you remember is waking in a chilly graveyard. Sitting up, you spot your cart smashed over a large gravestone. The wheels are scattered this way and that. There will be no salvaging it.

Nearby, the donkey lays on its side in a bloody pool, its tongue hanging out and its eyes bugged out in terror. From the looks of it, it's been dead a few hours--which means you’ve been knocked out for a few hours.

GeSampletting to your feet, you gather w hafilet you can from the wreck and begin trekking on foot. There has to be a town or house nearby.

17 After all, where there is a graveyard, there are usually people.

Coming through a stone gate, you hear the trickle of water. Pushing aside bushes, you spot it in the distance.

A great stone castle looms just up the hill. A bridge leads over a stream to the menacing looking front door. The effgy of a demon stares out of the stonework.

You don’t like the looks of this place, but you don’t feel you have much of a choice. You need a place to wait out this fog and the dark night.

Marching up the hill, you cross the old wood bridge, the beams groaning in complaint beneath your feet.

As you approach the door and knock, only the wiSamplend answers. file You try your luck, pushing on the huge wrought iron handle, and the door swings open to reveal an entryway with a staircase. 18 The cobwebs and decay lead you to believe this place is abandoned.

Maybe you can fnd some preserved rations in here, or at the very least a place to lie down.

A second later, the wind blows through the stone hallways and the door slams shut behind you . . . locking you in for the night. Somewhere from within the halls you hear the groan of something evil.

You are now ready to begin the dungeon. This frst foor of the dungeon has a numbered pregenerated map. You begin in room #1.

Each room has its own description (you don’t have to roll for the room type).

You will roll for monsters as normal in each room.

When you move from one numbered room to the next, roll on the door chart as normal (unless instructed otherwise by the room tySamplepe). file You may only move sequentially through the numbered rooms.

19 Sample file

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