TEXT: 1 
  Summer in Woodlake 
  A supernatural horror RPG 
  by Petra Volkhausen 
   
   
  Summer in Woodlake is an investigative roleplaying game for three 
  to five players and one Game Master (GM). It is set in our 
  contemporary world, somewhere in the Pacific Northwest. A 
  group of adolescent friends gathers in their hometown to enjoy 
  summer break together one last time before life will lead each of 
  them on separate paths. They have one last chance to enjoy each 
  other’s company, willfully ignorant of a “grown-ups’ world” 
  lurking just around the corner. One last opportunity to set right 
  unresolved conflicts lingering beneath the surface of friendship. 
  However, everyone’s summer plans are canceled abruptly as the 
  dark history of Woodlake and secrets not so well kept come to life 
  in terrifying, unnatural ways. Soon, no one knows whether or not 
  they can still trust their eyes, their mind, and each other. The 
  woods are calling. Who will leave changed forever? And who gets 
  to leave at all? 
   
  Summer in Woodlake is Powered by the Apocalypse, meaning its 
  rules are based on the Apocalypse World engine by Vincent Baker 
  (apocalypse-world.com). It can be played as a one-shot or as a 
  mini-campaign of two to four sessions. 
   
  This RPG is in its early test phase, so feedback on your gaming 
  experience is highly appreciated! What did you like? What could 
  be improved? Send an email to petra.volkhausen@gmail.com. 
   
  On the following pages, you will find guidelines on how to play the 
  game and create a character, basic moves, five playbooks along with a 
  range of backgrounds to further customize each player character (PC), 
  as well as a section for the GM that provides help with bringing 
  Woodlake and its dark secrets to life.  
   
   
   
   
   
  Introduction…………………………………………………………….01 
  Playing the game……………………………………………………...02 
  Creating a character…………………………………………………03 
  Basic moves………………………………………………...………......05 
  Safety at the gaming table………………………………………...07 
  For the GM………………………………………………………….……07 
  Playbooks……………………………………………………...………...11 
  Backgrounds…………………………………………………………....16 
  Picture credits…………………………………..…………………......17 
  
  2 
  Playing the game 
  You belong to a group of friends between the ages of sixteen and 
  twenty who meet up in their hometown during summer break. 
  Some of your friends you have known since childhood and 
  together, you have gone through thick and thin. All of you know 
  that this will likely be the last summer you get to spend together 
  as a group. Life has already begun to lead you down separate 
  paths, so you have to make the best of the upcoming weeks. And 
  perhaps, you should also use the opportunity to work out old 
  conflicts or finally say the things you always meant to say… 
   
  Act One: The shadows are alive 
  Once all players have created their characters (see pages 3-4), 
  open the first act by narrating the happenings at the Woodlake 
  children’s summer camp, specifically, the closing event that 
  everyone is excited about. You used to participate in the camp as a 
  kid. Now you are part of the grown-ups’ team, reliving hilarious 
  (or hilariously embarrassing) moments from your childhood. Are 
  you a camp leader or just here to help out with the final event? 
  And what do you think this last game should be this year? A 
  scavenger hunt? A talent show? As always, you and your friends 
  get all wrapped up in planning and organizing. Too bad that soon, 
  you will have all but forgotten about the fun and the jokes and the 
  lighthearted banter. 
   
  Something dark has awakened in Woodlake. Or perhaps, it has 
  always lived among you, just invisible to the human eye. Either 
  way, it demands attention, and it will not wait. This year, the 
  summer camp does not end in cheers and children’s laughter, but 
  in frightened gasps, whispered rumors—or dead silence. Perhaps 
  it is something you shrug off at first. A camp leader telling a story 
  about a strange child they swore they saw with the camp kids but 
  then lost sight of. Or two kids reporting about coming across a big 
  dog in the forest. A big dog that seemed to walk on its hind legs. 
  Maybe it is something harder to ignore. Someone from camp 
  vanishing only to be found shaken and traumatized, babbling 
  nonsense about voices in their head forcing them to do 
  unspeakable things. Or one of the kids gets picked up early 
  because their older sibling was found dead in a field, strange 
  symbols written all over their body in something that looks a lot 
  like blood. Anything is possible this summer. 
   
  Act Two: Opening doors 
  Following the disturbance at the camp, you and the other players 
  explore how your characters react to the events unfolding. Are you 
  taking up an active investigation, trying to get to the root of all 
  this? You have the internet at your fingertips, but there are also 
  more old-school sources of knowledge, such as the public library 
  or the newspaper archive. You could talk to the people involved in 
  whatever seems to be going on or interview the older generation 
  of Woodlake. Surely, someone knows something. Or do you think it 
  is safer to not get involved directly and only speculate behind 
  closed doors? No one would blame you, but rest assured, the 
  uncanny will find you and your friends sooner or later. Probably 
  sooner. 
   
  Act Three: Face to face 
  Eventually, you and your friends end up at a place where facing 
  the supernatural is inevitable. Whatever haunts Woodlake comes 
  to test your sanity and push you to your limits, and you cannot 
  run. Knowing that you can trust your friends, that they believe in 
  you, may provide you with the strength needed to make it through 
  this nightmare. But just how much can your friendships actually 
  endure in the face of something your mind cannot comprehend? 
  Especially if that something is ready to drive you mad or rip out 
  your throat? 
   
  Together with your GM, you can agree to bring the game to an end 
  once your group escapes the horror (hopefully in one piece), you 
  succumb, or if, somehow, you manage to annihilate or put to rest 
  the supernatural entity. You are then ready to move on to the 
  epilogue. 
  
  3 
  Epilogue: Nothing will ever be the same again 
  At the end of the game, you and the other players each get a 
  chance to narrate what happens in the months after you were 
  confronted with Woodlake’s uncanny secrets. How does your 
  character handle the things they went through? How have their 
  friendships to the other characters changed? Where do you think 
  your character is going from here? You could also invite a fellow 
  player to play out a brief scene between your characters. If your 
  character died during the game, explain how their family deals 
  with the loss and how they will be remembered. 
   
  Play to explore 
  In Summer in Woodlake, character creation and interaction are just as 
  important as investigating—or running from—the supernatural. Resolving 
  interpersonal conflicts increases your character’s chances to survive this 
  unexpected adventure (see page 4). Moreover, you may never get to the root 
  of the supernatural events in town, never banish that ghost or kill that were-
  monster. But that is fine. Just like in real life, victories usually come on 
  small feet. What counts at the end of the day are the connections you have 
  made and the impact you have had on other people, be it good or bad.  
    
   
  Creating a character 
  First, pick from the playbooks: The College Freshman, The Younger 
  Sibling, The High School Graduate, The College Dropout, and The 
  One Who Never Left. Playbooks describe where you currently stand 
  in life. Decide on your character’s name, age, and preferred 
  pronouns, look. Then write down in the inventory box three items 
  your character always has on them. 
   
  Choose a background. Backgrounds describe the type of person 
  your character was during their high school time—or still is if you 
  choose to play The Younger Sibling. Transfer the title of your 
  character’s background to your playbook and answer the two 
  questions that follow. 
   
  Backgrounds also define your character’s stats: Senses, Body, 
  Heart, and Mind. These describe your character’s sensory, physical, 
  intuitive, and mental acuity. Whenever you roll to achieve a 
  specific goal (e.g., search for something, persuade someone), you 
  add a stat bonus or penalty to your roll to define the outcome. 
  Which bonus or penalty you add depends on the goal, or rather, 
  the move you roll to achieve that goal (more on moves, see page 
  5). 
   
  Playbooks also contain a list of questions that help you define 
  bonds with the other characters. Choose two or more items from 
  the bonds & conflicts section and decide which other character is 
  part of that bond—in agreement with the player, of course. 
  Together, you can then elaborate on the details of that 
  relationship. In the box titled Hx (History), write down the other 
  character’s name along with the value that is listed after a specific 
  bond or conflict (e.g., “Anne +2”); note that they do not write down 
  anything in their playbook at this point. For every other character 
  with which you do not have a special bond, write down Hx+1. 
  Afterward, the other players get to ask questions and mark Hx on 
  their playbooks accordingly. Whenever you roll to help or 
  interfere with a PC, add the Hx bonus you have with them. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  4 
  Now write down one or two resolutions, that is, conflicts—e.g., a 
  misunderstanding or an old argument— that you would like to 
  solve during your stay in Woodlake. These conflicts have to 
  involve another PC and can easily be rooted in the bond you share. 
  Moreover, they should be known only to you and the GM. 
   
  Example 1: “I never apologized to Ben for judging him so harshly 
  when he decided to drop out of college. I want to make up for that 
  and hope that he accepts my apology.” 
   
  Example 2: “I was really hurt when Alexa refused to talk to me after 
  we spent the night together, but I never tried to see things from her 
  side. I am ready to listen to her now…if she lets me.” 
   
  Resolving a resolution grants you a one-time +3 bonus you may 
  add to a roll (including Help, Interfere, and Witness the Uncanny). 
  This does not have to be the next roll you make, but you may save 
  it for a critical situation instead. Whether or not you resolved a 
  resolution successfully should be discussed among yourself and 
  the GM. Were you able to raise the topic at a moment where it felt 
  right or did you address it in a hurry while hunting ghosts or 
  running from a murderous beast? Do you feel like the conflict is 
  settled—or did you end up making things worse? Bringing up an 
  issue is definitely worth a bonus, but the GM might decide to 
  reduce it by a point or two if things did not go as well as you had 
  hoped. Note that conflicts do not have to be resolved in one 
  attempt, but the GM can only award a bonus once.  
   
  Lastly, decide on a secret your character has that none of their 
  friends now about (or perhaps only one of them). A secret can be 
  rooted in a bond to another PC but does not have to. The GM might 
  decide to use this piece of information against you to increase the 
  game’s tension and force a reaction. Alternatively, you may reveal 
  the secret yourself if you feel that it will enrich the story. And even 
  if the secret stays hidden throughout, it is something that will add 
  to your character’s depth. 
   
  Harm and Breaking Points 
  If your character gets injured, they have to mark harm. You do this 
  by filling or crossing out one or more of the five harm points in 
  your playbook. If you receive your fifth harm point, your character 
  dies. Wounds can be patched up or stabilized depending on the 
  severity and the material the players are able to organize to 
  administer first aid. For example, one harm might represent a mild 
  burn that can be alleviated with some ice or an ointment. The 
  player then heals for one harm. 
   
  Unless the injured player receives professional care, injuries can 
  only be healed for one harm at a time. Beginning with the third 
  marked harm point, players receive penalties on moves that 
  require you to roll +body: 3 harm = -1, 4 harm = -3 (see Basic 
  Moves on page 5). 
   
  Breaking Points, on the other hand, represent how close your 
  character is to losing their mind over what is happening around 
  them or to them. Whenever someone rolls a partial success on the 
  Witness the Uncanny move or fails it, they mark one or two 
  Breaking Points respectively. Unlike harm, Breaking Points cannot 
  be recovered. Beginning with the third marked Breaking Point, 
  players receive penalties on moves that require you to roll +mind: 
  3 BP = -1, 4 BP = -3 (see Basic Moves on page 5). 
   
  When you mark the fifth Breaking Point, your character 
  experiences a mental breakdown which may express itself through 
  symptoms ranging from delusions and hallucinations to severe 
  panic attacks or catatonia. The player gets to describe what this 
  breakdown looks like. Afterward, the character remains in the 
  game, but can no longer perform moves that require you to roll 
  +mind and +heart. However, they also no longer have to roll to 
  Witness the Uncanny either (things cannot get worse at this point). 
  Furthermore, due to their mental state, they might risk the group’s 
  safety. At the GM’s discretion, penalties for moves like Hide or Push 
  through may be given if a character’s mobility is impaired after 
  experiencing a breakdown. 
  
  5 
  Basic moves 
  Whenever you want to do something that progresses the story—
  e.g., taking stock of a situation, pushing through a physically 
  challenging task—you trigger a so-called move. Every move 
  requires you to roll two six-sided dice (2d6) and then add either 
  one of your four stat modifiers or Hx. There are three possible 
  outcomes for each roll: great success (10+), partial success (7-9), 
  and miss (6 or lower). A partial success means that you achieve 
  what you intended to do but at a cost. On a miss, you not only do 
  not succeed but might also face terrible consequences. In cases 
  where no outcome is described for a missed roll, the GM decides 
  which course of action best fits the situation. 
   
  Each move asks you to add a stat that correlates with the 
  attempted goal of the move. If, however, you wish to help or 
  interfere with another PC, you add the Hx bonus your character 
  has with that PC instead. If you Witness the Uncanny, on the other 
  hand, you roll 2d6 without adding any bonuses or penalties. 
   
  Senses 
  Take stock. When you take stock, roll +senses to see in how 
  much detail you perceive your surroundings. On a 10+, ask all 
  three. On a 7-9, ask two. On a miss, ask one, but the GM will only 
  give you the most obvious details. 
  ○ What do I see? 
  ○ What do I hear? 
  ○ What do I smell? 
   
  Search. Looking for a particular passage in a book? Trying to find 
  a piece of evidence in a cluttered room? Roll +senses to see how 
  well you are doing. On a 10+, you find what you are looking for or 
  something else that is of help. On a 7-9, you are successful but also 
  choose one. On a miss, choose one: 
  ○ You accidentally break or damage something. 
  ○ You attract unwanted attention. 
  ○ You leave something behind. 
  Body 
  Hide. If you are trying to stay out of sight, roll +body. On a 7-9, 
  choose one. On a miss, the GM picks one. 
  ○ They see you, but you get a headstart if you need it. 
  ○ You make a narrow escape without being seen, but it 
  will cost you. 
  ○ You are cornered. Good luck. 
   
  Push through. When faced with a particularly challenging 
  physical task, such as balancing on a high wall, untying a 
  complicated knot, or escaping danger, roll +body. On a 7-9, choose 
  one. On a miss, pick two. 
  ○ You injure yourself. Mark one harm. 
  ○ You accidentally hurt someone else. They mark one 
  harm. 
  ○ You open yourself up to (more) danger. 
  ○ You risk the group’s safety. 
   
  Intimidate. Roll +body to threaten someone with your physical 
  presence—stepping in close, grabbing them without causing 
  injuries, etc.—to get them to do what you want. Note that you 
  cannot make someone do something that would seriously harm 
  them. On a 7-9, they do what you want, but they hold a grudge 
  against you which will spell trouble further down the road. On a 
  miss, the person you threaten becomes hostile towards you. 
   
  Use violence. Roll +body if you wish to accomplish something 
  with brute force, for example, by attacking someone or destroying 
  something. On a 7-9, choose one. On a miss, pick two. 
  ○ You take things too far. 
  ○ You end up in a bad spot. 
  ○ You lose the trust of one of your friends. They mark 
  Hx -1 with you. 
  ○ You injure yourself. Mark one harm. 
  ○ You accidentally hurt someone else. They mark one 
  harm. 
   
  
  6 
  Heart 
  Read a person. When you read someone to understand their 
  intentions, motives, or fears, roll +heart. On a 10+, ask two 
  questions. On a 7-9, ask one question, but they also get to ask you 
  one. 
  ○ What is most important to you right now? 
  ○ What are you worried about? 
  ○ How do you really feel about ______________? 
  ○ What does it take to get you to ____________? 
  ○ Are you telling the truth in regards to _____________? 
   
  Comfort. Roll +heart if you are trying to comfort someone who is 
  sad, angry or in distress. On a 10+, they feel calmed and look for 
  your guidance. On a 7-9, prove your sincerity. On a miss, the GM 
  will tell you how you make things worse. 
   
   
  Mind 
  Persuade. Roll +mind if you want to persuade someone to, for 
  example, do you a favor, provide you with something you need, or 
  share relevant information. On a 7-9, they ask you for something in 
  return. 
   
  Threaten. Roll +mind if you are trying to threaten someone 
  verbally to get them to do what you want. Note that you cannot 
  make someone do something that would seriously harm them. On 
  a 7-9, they do what you want, but they hold a grudge against you 
  which might spell trouble further down the road. On a miss, the 
  person you threaten becomes hostile towards you. 
   
  Help or interfere. 
  When you help or interfere with one of your friends, roll +Hx. On a 
  10+, they add +2 (help) or -2 (interfere) to their roll. On a 7-9, they 
  add +1 (help) or -1 (interfere) to their roll. 
   
   
  Witness the Uncanny 
  Whenever you are confronted with the supernatural, something 
  you cannot rationally explain away, you have to roll 2d6 without 
  any bonuses before doing anything else. Are you able to keep it 
  together, or are you about to lose your mind? On a 10+, add +1 to 
  your next roll. On a 7-9, either add -1 to your next roll or mark one 
  breaking point—your choice. On a miss, add -1 to your next roll 
  and mark two breaking points (only one breaking point if you are 
  running a mini-campaign). Bonuses and penalties from this move 
  are added to your next move roll in addition to the usual stat 
  modifiers, Hx, and any bonuses you might receive from 
  background moves. 
   
   
  If a PC tries to do something that does not sufficiently match one of 
  the basic moves, the GM decides which stat the player should roll 
  to accomplish the intended action and what consequences might 
  follow upon rolling a partial success or a fail. 
   
   
   
   
   
  
  7 
  Safety at the gaming table 
  To make sure that every player enjoys themselves during the 
  game, please consider setting up some safety rules. While 
  roleplaying games are wonderful tools to explore social 
  encounters you may feel uncomfortable with in real life, no one 
  should ever be forced to confront a topic that might negatively 
  impact their mental health. What is “no biggie” for you can be 
  triggering for someone else! Here are two suggestions for common 
  RP safety systems. 
   
  Veils and lines 
  Before beginning the game—ideally, before players create their 
  characters and before the GM decides on what supernatural 
  horror will haunt the players—everyone gets the chance to let the 
  others know (face-to-face or anonymously) about their veils and 
  lines. A veil is a topic a player does not wish to see played out 
  during the game, but they do not mind it being mentioned as 
  something that has happened or happens “off-screen.” A line, on 
  the other hand, represents a topic a player does not wish to be 
  addressed in the game in any way, shape or form. 
   
  Consent flower 
  Also known as the support flower, this system uses the colors 
  green, yellow, and red to indicate how a player feels about a scene 
  as it is played out, especially during emotionally intense scenes. 
  You can use colored cards, type the color word in the chat, etc. to 
  signal your current mood. Green = everything is great; yellow = I’m 
  good, but I wouldn’t want things to escalate from here; red = fade 
  to black, please. 
   
   
   
   
   
   
  For the GM: Running Summer in Woodlake 
  As a GM, it is your responsibility to establish the driving conflict of 
  the game, set the scenes, and, together with your players, move the 
  story through the four stages or acts: The shadows are alive, 
  Opening doors, Face to Face, and Epilogue (see pages 2-3). 
   
  Most preparatory work from your side will go into deciding on an 
  event that happened in the past which, in the present, generates 
  horrific occurrences throughout the game session (more about 
  that in Creating the Horror on the next page). However, there is no 
  need to spend hours designing the actual city of Woodlake. Write 
  down a few places you want to exist in Woodlake, especially if 
  these are locations closely connected to the supernatural 
  happenings, e.g., the public library, a police station, Woodlake 
  High. Beyond that, invite your players to fill in the details! This 
  way, everyone at the table will feel involved in telling the story. 
  For example: 
   
  Player 1: 
  Let’s meet up somewhere to go over what we found  
  out so far. 
   
  GM: 
   
  Where would you like to meet? Is there a place you  
  used to go to all the time? 
   
  Player 2: 
  There’s this cafe. It’s not part of a big chain but  
  privately owned, and the decoration is super old 
  fashioned. 
   
  Player 3: 
  It’s run by two elderly ladies. 
   
  GM: 
   
  What are their names? 
   
  etc. 
   
   
  
  8 
  Creating the horror 
  Something terrible has happened in Woodlake, many, many years 
  ago. Something that set in motion a chain of events stretching its 
  uncanny arms all the way to the present—or something that has 
  slumbered all this time and only now, just by chance, has been 
  woken. In its wake, the PCs encounter supernatural, possibly 
  horrifying events that will leave them changed forever. How 
  intense, scary or gory a game session becomes lies in your hands, 
  but always be respectful of your players’ preferences and limits 
  regarding sensitive topics (see page 7). The following five-step 
  plan assists you in creating the backdrop to your game session. 
   
  1. The initial event. What is the origin of everything 
  supernatural happening during the game? Is it ghosts, a 
  cult, were-monsters—aliens? On the next page, you find a 
  list of twelve story seeds you can use and alter to fit your 
  needs. 
  2. Rumors. There is a good chance that the public never 
  found out what really happened. Besides, time is eating 
  away at people’s memories. How do the current inhabitants 
  of Woodlake remember the event (if they remember it at 
  all)? Is there a story the PCs may have overheard when they 
  were children? Feel free to include the players in creating 
  rumors. For example: 
   
  GM: 
  Thirty or so years ago, there was a family that left 
  Woodlake in the middle of the night. People here 
  thought that the family was rather bizarre, so they 
  had always treated them like outsiders. It is said that 
  the police found pools of blood inside the house. What 
  are the rumors you heard regarding what happened 
  there? 
   
  Player 1: 
  My dad once told me that one of the family members  
  died under tragic circumstances. Since the family 
  didn’t want to deal with the people here churning the 
  rumor mill even further, they ran. 
   
  Player 2: 
  One of our teachers once said that the mother went on  
  a killing spree. But he was just joking. 
   
  Player 3: 
  Was he, though…? 
   
  3. Available information. Decide which information the 
  players can gather during their investigation. When it 
  comes to dropping these breadcrumbs, be flexible. For 
  example, “locking” a specific piece of information at the 
  newspaper archive will slow down the game’s pace if the 
  players never happen to go there, forcing you to steer the 
  plot. Instead, release information when it makes sense, 
  irrespective of where the players are but based on whether 
  players can access it publically, e.g., online, or only by 
  talking to people.  
  4. Supernatural events. Depending on whether you play a 
  one-shot or a mini-campaign, decide on two or more bigger 
  events which connect the players to the supernatural 
  horror, one of them being the bad ending to the summer 
  camp which sets everything in motion. Also, write down 
  ideas for smaller interruptions you can throw in randomly 
  to increase the tension (e.g., a strange call, a PC 
  experiencing hallucinations, more people getting attacked 
  or murdered). 
  5. Showdown. Have a general idea what triggers the third act, 
  Face to face. What happens when the players gathered all 
  the information they can get? Will they be lured to a 
  specific place, or will the horror reveal itself no matter 
  where the players are? And what do they see when they 
  come face to face with it? As mentioned at the beginning, 
  players do not have to “solve” the problem (i.e., banish the 
  ghost, kill the monster) to bring the game to an end. 
  Fighting or running—that is up to the players. Escaping 
  should not be easy, but it does not have to come at the 
  expense of a PC’s life. 
   
  
  9 
  Story seeds 
  1. Two children went into the woods. When they returned, 
  they were not quite the same. 
  2. A family fled the town in the middle of the night, leaving 
  everything behind they owned. The police found pools of 
  blood inside the family’s house. 
  3. On the other side of the forest, a secret government facility 
  conducted inhumane experiments. The summer it was shut 
  down, several people of Woodlake vanished. 
  4. Deep in the woods lie the ruins of a tiny house, the 
  remaining stones blackened by fire and soot. It is said that a 
  woman and her hideous child lived there until the house 
  went up in flames one night. 
  5. Several people ended up in a car crash after picking up a 
  hitchhiker allegedly returning to Woodlake. 
  6. When the members of a satanic cult were publicly 
  denounced and driven from the town, the high priestess 
  swore revenge and cursed the people of Woodlake. 
  7. Two bodies washed up on the shore of the lake. A 
  fisherman was convicted and sentenced to death. Up until 
  his last day, he claimed that “the lake took them.” 
  8. Three little girls found a ouija board. By the end of the 
  night, one was dead, one had lost its mind, and the third 
  announced: “They were cheating." 
  9. Woodlake used to have its own small club of people who 
  believed that they had been abducted by aliens. No one 
  took them seriously. One day, they vanished into thin air, 
  never to be seen again. 
  10. One summer long, animal corpses turned up every day on 
  or near the premises of Woodlake’s cemetery, hearts and 
  eyes gone, the rest untouched. The end of these gruesome 
  findings coincided with the admission of the undertaker to 
  the mental ward.  
  11. After the homecoming queen was met with violent death, 
  the police suspected foul play. Yet, no one was ever 
  convicted. A year after the incident, the homecoming 
  queen’s best friends were involved in freak accidents. The 
  one who survived reported that she saw their dead friend 
  in the bathroom mirror before slipping and cracking her 
  head on the shower tub. 
  12. For a while, it was the rage among the students of 
  Woodlake High to play a game similar to Bloody Mary. It 
  involved calling upon Angry Pete, who allegedly killed 
  children with varying gardening tools while he was the 
  school’s groundskeeper many decades ago. When the 
  mangled body of a student turned up behind the 
  gymnasium, the morbid game was prohibited on pain of 
  suspension. 
   
  Getting up close and personal 
  To increase the players’ involvement in the story, try to establish a 
  personal connection to the supernatural events going on in 
  Woodlake. This is especially useful if your players turn out to be 
  reluctant to send their PCs investigating outside the (seeming) 
  safety of their homes. Perhaps, one of the PC’s family members is 
  attacked or abducted, or they call in great distress, pleading for 
  help. Something uncanny can happen at home. The PCs might be 
  called to the police station to submit a witness statement. Yet 
  another option would be to offer a player to connect their 
  character’s secret to the supernatural. What do they know that 
  their friends do not? Get up close and personal to heighten the 
  tension and force the players to make their next move. 
   
   
   
   
   
   
   
   
   
   
  
  10 
  Cell phones and weapons 
  More often than not, cell phones end up being eliminated from 
  horror stories as they allegedly provide the protagonists with too 
  much control over the situation and, thus, make things less 
  horrifying. But how about, instead, we have a piece of technology 
  many of us heavily rely on—and trust—turn against the 
  protagonists? Lead them astray? Offer them false information? 
  Beyond the common, “Whoops, reception is gone,” there are 
  various options of using the PCs’ phones to your advantage: 
  ●  strange or disturbing photos or videos 
  ●  fake calls from a friend in need 
  ●  a call from someone who sounds exactly like a PC 
  ●  texts hinting at a PC’s secret 
  ●  a map app leading you the wrong way 
  ●  a timer you cannot stop etc. 
   
  Needless to say, if you and your players prefer to not have cell 
  phones available, you can, for example, set the story in a decade 
  before they became ubiquitous. 
   
  There is a good chance your players will want to use weapons, 
  makeshift or otherwise. While there is no reason, in general, to 
  stop them from doing so, point out that, just like in real life, 
  stabbing someone with a knife instead of punching them is calling 
  for more drastic outcomes. Moreover, severely injured non-player 
  characters (NPCs) are at risk of dying if they receive no treatment. 
   
  The following chart makes suggestions about how to account for 
  the use of weapons and taking harm when a player uses the move 
  Use violence, depending on whether they roll a 7-9, a 10-11, or a 
  12+. In general, follow your gut instinct and choose the amount of 
  harm based on the situation. What if, for example, a player shoots 
  at someone using a rifle after they pointed out that their PC goes 
  hunting frequently and that they only want to incapacitate their 
  opponent? In that case, it would make more sense to have them 
  deal fewer harm-points if they roll a 10+ and more (or a lot more) 
  damage if they roll a partial success (or fail the roll). 
   
  Weapon 
  Harm taken on 
  7-9 
  Harm taken on 
  10-11 
  Harm taken on 
  12+ 
  Small object 
  thrown 
  1 
  1 
  2 
  Knife 
  1 
  2 
  3 
  Baseball bat or 
  similar 
  1 
  2 
  3 
  Gun 
  2 
  3 
  4 
   
   
   
  
  11 
  The College Freshman 
  After graduating from high school, you decided to take a break and 
  traveled throughout Europe for five months. Upon returning, you felt ready 
  to tackle life as a college student and were beyond happy when a small 
  school not too far from Woodlake accepted you. The first semester was 
  overwhelming at times, but you made it through, and you feel like you’ve 
  reached a true milestone in your life. What better way to celebrate this 
  than with your best friends? 
   
   
  Name:  
   
   
  Age:  
  Pronouns: 
   
  Your look: 
   
   
   
  Background 
  ●  In high school, you were a ___________________________________. 
  How did you earn this status among your classmates? 
   
  ●  Do you still identify with this label? Why (not)? 
   
   
  Secret 
   
   
  Inventory 
   
   
   
   
   
   
   
   
   
             Harm  
   
   
    Breaking points 
   
   
  SENSES 
   
  BODY 
   
  HEART 
   
  MIND 
   
  take stock 
  search 
  hide 
  push through 
  intimidate 
  use violence 
  read a person 
  comfort 
  persuade 
  threaten 
   
   
  Special move (transfer from background) 
   
   
   
  Hx 
  help or interfere 
   
   
   
   
  Bonds & conflicts 
  ●  You told _________________ what you were really doing during 
  those five months before joining college. How did they 
  support you? (Hx +2) 
  ●  You have known _________________ since kindergarten. Have 
  you always liked each other? (Hx +1) 
  ●  __________________ stole something from you. What was it and 
  do they know that you know? (Hx -1) 
   
  Resolution(s) 
   
  1. 
   
  2. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  12 
  The Younger Sibling 
  You always enjoyed hanging out with  ____________________’s* friends, even 
  though—or because—they are older than you. For some reason, they seem 
  to understand you better than your own peers, and they make you feel 
  heard, despite your “little one” status. You aren’t sure yet what to do once 
  you graduate from high school, but you feel like listening to your friends’ 
  stories and experiences will give you an idea what to do with your life. 
   
  Name:  
   
   
  Age:  
  Pronouns: 
   
  Your look: 
   
   
   
  Background 
  ●  At school, you are a ___________________________________. How did 
  you earn this status among your classmates? 
   
  ●  Do you identify with this label? Why (not)? 
   
   
  Secret 
   
   
  Inventory 
   
   
   
   
   
   
   
   
             Harm  
   
   
    Breaking points 
   
  *fill in the name of the PC who is your sibling 
   
  SENSES 
   
  BODY 
   
  HEART 
   
  MIND 
   
  take stock 
  search 
  hide 
  push through 
  intimidate 
  use violence 
  read a person 
  comfort 
  persuade 
  threaten 
   
   
  Special move (transfer from background) 
   
   
   
  Hx 
  help or interfere 
   
   
   
   
  Bonds & conflicts 
  ●  ____________________ often makes you feel like the fifth wheel 
  of the party. What do they do for you to feel this way?      
  (Hx -2) 
  ●  You have a crush on ___________________. Have you told them? 
  (Hx +1) 
  ●  _________________  once helped you in a time of need. What did 
  they do for you? (Hx +2) 
   
   
  Resolution(s) 
   
  1. 
   
  2. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  13 
  The High School Graduate 
  You are done with high school! Good. Riddance. Now, you get to 
  make the rules. You know you want to go to college, eventually. But 
  for now, you will take whatever job suits you, go wherever you wish 
  to. Gather experiences. Do things. See things. Perhaps travel? Either 
  way, the next year will be awesome. And the best thing? It starts 
  with a summer void of responsibilities. You need to seriously chill out 
  the next few months. 
   
  Name:  
   
   
  Age:  
  Pronouns: 
   
  Your look: 
   
   
   
  Background 
  ●  In high school, you were a ___________________________________. 
  How did you earn this status among your classmates? 
   
  ●  Do you still identify with this label? Why (not)? 
   
   
  Secret 
   
   
  Inventory 
   
   
   
   
   
   
   
   
   
             Harm  
   
   
    Breaking points 
   
   
  SENSES 
   
  BODY 
   
  HEART 
   
  MIND 
   
  take stock 
  search 
  hide 
  push through 
  intimidate 
  use violence 
  read a person 
  comfort 
  persuade 
  threaten 
   
   
  Special move (transfer from background) 
   
   
   
  Hx 
  help or interfere 
   
   
   
   
  Bonds & conflicts 
  ●  You have always looked up to __________________. Why?        
  (Hx +2) 
  ●  Not too long ago, you confided in __________________. What 
  was it about and how did they betray your trust? (Hx -1) 
  ●  The last time you talked to __________________, you lied to 
  them. What lie did you tell? (Hx -1 when you try to interfere 
  with them, Hx +1 when you try to help) 
   
   
  Resolution(s) 
   
  1. 
   
  2. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  14 
  The College Dropout 
  Deep down, you always knew that college wasn’t the path for you to 
  walk. But your parents had saved up all that money, and they were 
  so proud when the acceptance letter arrived. So you went. You tried 
  to convince yourself that it would just take some time to get used to 
  college life, told yourself that changing your major would do the 
  trick. In the end, you were still miserable. So you dropped out. You 
  haven’t had the heart to tell your parents. Perhaps you can confide 
  in your friends? 
   
  Name:  
   
   
  Age:  
  Pronouns: 
   
  Your look: 
   
   
   
  Background 
  ●  In high school, you were a ___________________________________. 
  How did you earn this status among your classmates? 
   
  ●  Do you still identify with this label? Why (not)? 
   
   
  Secret 
   
   
  Inventory 
   
   
   
   
   
   
   
   
   
             Harm  
   
   
    Breaking points 
   
   
  SENSES 
   
  BODY 
   
  HEART 
   
  MIND 
   
  take stock 
  search 
  hide 
  push through 
  intimidate 
  use violence 
  read a person 
  comfort 
  persuade 
  threaten 
   
   
  Special move (transfer from background) 
   
   
  Hx 
  help or interfere 
   
   
   
   
  Bonds & conflicts 
  ●  __________________ knows that you dropped out and you 
  believe that they don’t approve of your action. Why do you 
  think that? (Hx -2) 
  ●  You made out with ____________________ once. How do you feel 
  about that now? (Hx +1 or -1, depending on how you feel) 
  ●  ___________________ and you once saw something you 
  shouldn’t have seen. What was that and how has it 
  strengthened your friendship? (Hx +1) 
   
  Resolution(s) 
   
  1. 
   
  2. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  15 
  The One Who Never Left 
  You’ve always enjoyed working with your hands, getting things 
  done. Going to college never seemed worthwhile. After graduating 
  from high school, you went on to work at your family’s business full-
  time, received a promotion not too long after. You’re saving up to 
  one day open your own business. On the days where your hometown 
  seems just a bit too small, you take a trip to indulge in the big city 
  life. But ultimately, you have everything you need right here in 
  Woodlake. Or do you? 
   
  Name:  
   
   
  Age:  
  Pronouns: 
   
  Your look: 
   
   
   
  Background 
  ●  In high school, you were a ___________________________________. 
  How did you earn this status among your classmates? 
   
  ●  Do you still identify with this label? Why (not)? 
   
   
  Secret 
   
   
  Inventory 
   
   
   
   
   
   
   
   
   
             Harm  
   
   
    Breaking points 
   
   
  SENSES 
   
  BODY 
   
  HEART 
   
  MIND 
   
  take stock 
  search 
  hide 
  push through 
  intimidate 
  use violence 
  read a person 
  comfort 
  persuade 
  threaten 
   
   
  Special move (transfer from background) 
   
   
  Hx 
  help or interfere 
   
   
   
   
  Bonds & conflicts 
  ●  You and ______________________ dreamed about running your 
  own business in Woodlake, but then they left. Are you 
  holding a grudge? (Hx +2 or -2 depending on how you feel) 
  ●  __________________ never forgets your birthday. Why is that so 
  important to you? (Hx +1) 
  ●  You’re convinced that __________________ is taking drugs. What 
  did you see that made you believe that? (Hx -1) 
   
  Resolution(s) 
   
  1. 
   
  2. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  16 
  Backgrounds 
  Choose one of the following backgrounds. Transfer the title and 
  the stats to your playbook. Then choose one special move and add 
  its perks to your playbook as well. 
   
  1. The Activist (S-1 B0 H+1 M+1) 
  Never at a loss for words. Your passionate fight for the things 
  you care about has made you an excellent negotiator and debater. 
  Add +1 when you try to persuade someone who is your age or 
  older. 
  Not backing down. Sometimes, words aren’t enough to show 
  support for a good cause. Sometimes, you have to let your actions 
  speak. Add +1 when you use violence on objects. 
   
         2. The Cheerleader (S-1 B+1 H+1 M0) 
  You can do it! You know how to keep the spirits of your team 
  high. A little pep talk from you will get them anywhere. When two 
  or more of your friends are trying to push through, they get to add 
  +1 to their roll (not you, though). 
  Don’t f%#$ with my team. Someone is coming for your team? 
  Well, let them try! Add +1 if you threaten someone who has been 
  hostile towards a friend (PC or NPC). 
   
         3. The Class Clown (S+1 B0 H+1 M-1) 
  Behind the mask. When you help a person by making them laugh 
  and thus boosting their morale, add +1. If you help the same 
  person again, add +2—but you also mark one Breaking Point. 
  All eyes on me. You know how to put on a show. If you try to 
  persuade someone to stay focused on you so they become 
  thoroughly distracted, roll +heart instead of +mind. 
   
         4. The Emo (S0 B-1 H+1 M+1) 
  I feel you. You are no stranger to feeling intensely about a lot of 
  things, especially about the bleaker sides of life. As a result, you 
  are very much in tune with the emotions of others. Add +1 when 
  you read someone. 
  Whatever. You know life is not about kittens and rainbows. I 
  mean, while you’ve been reading this, your body has broken down 
  just a little bit more. So, honestly, things can’t get any worse. If a 
  friend tries to interfere with you because they think what you want 
  to do is a bad idea, add +1 to your roll. 
   
         5. The Jock (S+1 B+1 H0 M-1) 
  Try me. Equipped with a physical presence of an athlete who only 
  leaves the gym to stock up on protein powder, you have no 
  problem putting others in their place (even if you don’t enjoy 
  being that kind of person). Add +2 when you intimidate a person, 
  +1 when you intimidate another creature. 
  Control that hunk. All those extra training sessions not only made 
  you a great athlete, but they also raised your awareness for your 
  body’s strengths and limits. When you use violence and miss, 
  choose one instead of two. 
      
      6. The Nerd (S0 B-1 H+1 M+1) 
  I can hack that. You have a knack for concentrating on details, for 
  seeing patterns and spotting inconsistencies. Roll +mind instead of 
  +senses when searching for information or objects. 
  Gotta run! If there were an award for the ability to get out of hairy 
  situations, you would get it. Too often did you have to escape from 
  bullies and other unpleasant folks out to make your life miserable. 
  Add +2 when you push through to escape danger. 
   
         7. The Theater Kid (S+1 B-1 H+1 M0) 
  Silver tongue. You have worn so many masks on stage, spoken 
  through so many personalities, that a lie is the smallest thing to 
  spring from your lips. Add +1 when you try to persuade someone 
  by telling a lie. 
  All the lives I lived before. Your time on the stage has taught you 
  to recognize and adapt to different mindsets. Add +1 when you 
  read a person. 
   
   
  
  17 
         8. The Troublemaker (S-1 B+1 H0 M+1) 
  Pushing all the right buttons. People say you’re a pest because 
  your words get to them and you never know when to stop. You 
  consider yourself a skillful therapist who cuts right through 
  people’s bullshit. But no-one’s appreciating some honesty these 
  days... If you know someone’s weakness (e.g., what they are scared 
  of, feel guilty about), add +2 to your roll when you threaten them. 
  Quick fingers. You’re looking for what? Sorry to hear that, but I 
  didn’t see anything. Add +1 when you push through to steal or 
  replace something. 
   
         9. The Wallflower (S+1 B0 H+1 M-1) 
  I see you. Maybe you don’t dare speak your mind in most 
  situations, but you always find the right words for someone in 
  distress. Add +1 when you comfort a person or creature. 
  Am I a ghost to you? Sometimes, people don’t see you even when 
  you’re standing right in front of them. Being invisible to others is 
  hurtful. The silver lining is that a lot of unwanted drama drifts 
  right past you as well. When you hide, roll +senses instead of 
  +body. 
   
         10. The Weirdo (S+1 B0 H-1 M+1) 
  See the world my way. You have your own approach 
  to...everything. What others deem unimportant, you notice. Where 
  they see dots, you see a picture. Alright, maybe you sometimes 
  read too much into things, but, hey, at least you’re considering all 
  the possibilities. When you roll to take stock and miss, choose one 
  and get all the details. 
  Everything is possible. Most people, when growing up, learn to 
  accept the laws of physics and that certain things simply cannot 
  be. You are not one of them. As someone from the 90s once said: 
  Nothing happens in contradiction to nature, only in contradiction 
  to what we know of it. When you witness the uncanny, you may 
  reroll one die and keep the higher number. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Summer in Woodlake © Petra Volkhausen, 2019 
  Last edited: March 21, 2019 
  Photo source: unsplash.com 
  page 1: Ramdan Authentic; page 3: Nathan Anderson; page 9: Daniel Jensen; 
  page 17: Rob Potter 
   
  
SOURCE: textdata/thevault/Summer in Woodlake (PbtA)/Summer in Woodlake.pdf