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  3 
  Vampire
  Sourcebook 
  Writing 
  Jodie Brandt
  Eric Bloat 
  Editing & Layout 
  Eric Bloat 
  Cover Art 
  Gary Dupius 
  Interior Art 
  Bradley K. McDevitt 
  Tommy Stamper 
  Jeremy Hart 
  Gary Dupius 
  Indi Martin 
  Bloat Games Logo, DP&D Logo & Cover Design 
  Jeff Jones 
  ©2017 Bloat Games 
  Additional Artwork Copyright And licensing details can be found on the 
  legal page. 
  SURVIVE THIS!! is based on the world’s most popular 
  1970s Fantasy Roleplaying Game.
  
  4 
  Twelve months ago, when I turned over control of Gaming for 
  a Cure to my volunteers, after running it for the past 11 years, 
  I had no idea where my passion for role-playing games would 
  take me. Fortunately, it gave birth to the QuestWise YouTube 
  channel and to my first professional design gig. I have to 
  thank my wife, Sabrina, first. Her faith in my talents and 
  passions has been like the warm sun in the afternoon, 
  comforting and steadfast. Next, I have to thank Eric and Josh 
  for letting me play in their world for a little while. And last, but 
  not least, I have to thank everyone who watched, liked and 
  shared my rambling videos. You all have made my gaming 
  dreams come true. 
  ♦ ♦ ♦ 
  Jodie Brandt 
  A huge thank you to all our Kickstarter Backers.  
  This one’s for you awesome folks! 
  ♦ ♦ ♦ 
  Eric Bloat 
  
  5 
   TABLE OF CONTENTS 
  Introduction 
  7 
  Classic Vampires 
  8 
  A Stranger Comes To Town 
  10 
  The Ancient One 
  14 
  Bump In The Night 
  18 
  The Lost Children 
  22 
  Nosferatu – The Devourer Of Beasts 
  26 
  Sangiest – The Blood Spirit 
  28 
  The Thrall Keeper 
  32 
  Open Gaming License 
  36 
  
  6 
  
  7 
  Introduction 
  Dating as far back as pre-biblical times, references to strange 
  beings with varying descriptions, abilities and weaknesses, 
  could be classified as vampires.  Whether it be someone with an 
  unusual fear or reaction to the sun, to another who was 
  reputed to devour human flesh and drink human blood.  
  Thorough out history, in every corner of the world, rumors and 
  stories have emerged claiming the existence of vampires. 
  Our modern take on vampires can be traced back to the highly 
  popular 1897 novel Bram Stoker’s Dracula.  Stoker’s Dracula 
  has inspired countless fictional depictions of Dracula and 
  Vampires in literature, comics, television and movies. 
  By the 1980s, vampires were everywhere, especially in cinema.  
  Here are just a few vampire movies to emphasis the plethora of 
  vampire saturation in 1980s entertainment: 
  1980 
  Encounters of the Spooky Kind, Dracula:  Sovereign of the 
  Damned 
  1981 
  The Monster Club, The Living Dead Girl 
  1982 
  I, Desire,  
  1983 
  The Hunger,  
  1984 
  - 
  1985 
  Fright Night, Lifeforce, Vampire Hunter D, Once Bitten, Mr. 
  Vampire, Vampires in Havana, A Polish Vampire in Burbank 
  1986 
  Vamp, Kung Fu Vampire Buster, Mr. Vampire II, The Close 
  Encounters of Vampire 
  1987 
  The Lost Boys, The Monster Squad, My Best Friend is a 
  Vampire, Graveyard Shift, Near Dark, Mr. Vampire III, A 
  Return to Salem’s Lot, Dinner with a Vampire, I Married A 
  Vampire 
  1988 
  Waxwork, Vampire’s Kiss, The Lair of the White Worm, Fright 
  Night part 2, Vampire in Venice, Robo Vampire, Dracula’s 
  Widow 
  1989 
  Nick Night, Dance of the Damned, Beverly Hills Vamp, 
  Transylvania Twist 
  The abundance on vampires in pop culture during the 1980s is 
  what has inspired this Vampire Sourcebook for Dark Places & 
  Demogorgons.  
  
  8 
  CLASSIC VAMPIRES
  Vampires are very powerful undead beings.  Most of them 
  retain their intelligence and skills they had upon ‘turning,’ 
  and many of them have used their time since to gain more 
  skills, resources and power.  Some, on the other hand, are 
  simply feral, psychotic monsters who are driven by hunger.   
  Armor Class: 17 
  Hit Dice: 8+2 
  Move: 12, Fly 18, 6 Mist 
  Attacks: 1 per Round 
  Attack Damage: Bite (Level 
  Drain), Claw 1d6 or By 
  Weapon 
  Special: See Below 
  Bonuses: +6 to Hit, +2 to 
  Damage 
  Terror:  12 
  HDE: 2 
  All vampires regenerate 3 hit points of damage from normal 
  attacks every combat round, and if they are reduced to near 
  zero hit points, will attempt to turn to their gaseous form and 
  return to a safe place to heal.   Magic weapons do full damage 
  to vampires and non-magical weapons only do half damage, 
  with the exception of attacks that pierce or sever the spine of 
  the vampire, or pierce the heart.   Piercing a vampire’s heart 
  will paralyze it and allow an attacker to sever the spine of the 
  vampire to destroy it.  To successfully hit the heart is a special 
  ‘called shot’ that attacks an armor class of 20 and the vampire 
  gets a Saving Throw to only be hindered (-4 to all rolls until 
  the piercing item can be removed).  Vampires who are pierced 
  (or nearly pierced) through the heart cannot regenerate while 
  in that state. 
  
  9 
   
  A vampire can turn into a gaseous mist or a giant bat as a 
  single round action, and can summon a horde of 3d6 wolves, 
  rats, or feral dogs from the surrounding area, which arrive in 
  1d3+2 combat rounds to assist the vampire. 
      
  Meeting the gaze of a vampire requires a saving throw at a +2 
  penalty, or the victim is affected as by a Control Sentient spell.   
  This spell affects living bipeds of human size or smaller, such 
  as goblins, gremlins and of course humans. If the spell 
  succeeds (Mental Saving Throw allowed but with a penalty of 
  +2), the unfortunate creature falls under the vampire’s 
  influence and will follow directions given them as if the caster 
  were their only true friend. Range: 120ft. 
   
  The bite of a vampire drains two levels of experience from the 
  victim.  Those reduced to 0 levels in this manner become 
  wampyre (lesser vampires) under the control of the creator 
  vampire. 
   
  Vampires can be killed by immersing them in running water 
  (they take 2d6 damage per round immersed), severing their 
  spine or exposing them to sunlight (5d6+5 damage per round).  
  Contrary to legends, vampires are unaffected by garlic, 
  mirrors or holy symbols. 
   
   
   
  
  10 
   
  A stranger comes to town 
   
  “And all around them, the bestiality of the night rises on 
  tenebrous wings. The vampire’s time has come.”  
   
    ― Stephen King, 'Salem's Lot 
  
  11 
   
  The Morris Estate had remained vacant and boarded up since 
  the passing of the previous and only tenants in the early 
  1970s.  Collins and Shain Morris, were J’town’s first openly 
  gay couple.  They arrived in J’town in the 1940s, when openly 
  gay couples were definitely not in vogue, and immediately set 
  to building The Morris Estate, a large, luxurious home and 
  grounds that would double as an intimate bed & breakfast 
  hotel that the couple would run.  Collins and Shain Morris 
  also would often host some of the most extravagant and 
  elegant parties the town had ever known.  The two were very 
  popular and well liked much to the chagrin of the towns 
  religious leaders. 
   
  After their passing in the early 1970s, the Morris Estate went 
  on the market but due to its unparalleled luxury and it’s prime 
  real-estate location, it’s sale price was simply nothing anyone 
  looking to buy in J’town could afford.  So, after more than 2 
  years on the market, the estate was boarded up and all but 
  forgotten about.  That was until last week when out of town 
  construction crews showed up and began work on the interior 
  of the old Morris Estate.   
   
  Now J’town is all abuzz with excitement and rumors are 
  running rampant.  Characters can roll on the Rumor Table to 
  see what they’ve heard:  Roll 1d8 
  ROLL 
  RUMOR 
  1 
  A New York investment group has purchased the property with 
  plans to re-open The Morris Estate B&B. 
  2 
  The new owner plans to tear it to the ground and build a small 
  strip mall in it’s place. 
  3 
  A wealthy investor from Indonesia is looking to remodel and re-
  sell the estate now that current market situation is favorable.  
  4 
  A distant relative of the Morris’s has come forward to claim the 
  property and plan to move in with their new inheritance.   
  5 
  A Louisville businessman is looking to retire in nearby J’town. 
  6 
  A reclusive European has bought the property with unknown 
  intentions. 
  7 
  The City of Jeffersontown plans to renovate the building and use 
  as a home for the Mayor. 
  8 
  A Lexington horse trainer is looking to move closer to Churchill 
  Downs and has purchased the estate as his new home. 
  
  12 
   
  Meanwhile in J’town, a small store has a “Coming Soon” sign 
  posted on the door, with a marque reading “Masterson’s Wine 
  & Cheese” . . . 
   
  Around town, a stranger begins showing up here and there.  
  He is a pale, white-haired, middle-aged man named Mathew 
  Bartholomew.  He speaks in a thick British accent and dresses 
  in sophisticated garments.  However, everything about him 
  screams “CREEP!”   
   
  If approached, he will gladly divulge that he is the proud butler 
  for Lord Kristopher Masterson, owner of not only the soon to 
  open Masterson Wine & Cheese but also The Morris Estate 
  which Masterson will use as his new residence here in J’town.  
  Bartholomew states that his “Master” (he constantly refers to 
  him as Master) shall be arriving sometime in the following 
  weeks as he is currently traveling by boat from his former 
  home in Bulgaria. 
   
  Almost immediately when Masterson arrives, people begin 
  disappearing.  However, Masterson is never seen leaving the 
  house.  When people begin asking questions, Masterson hosts 
  an extravagant party for all the town elite.  The party is held 
  after dark and goes way into the morning.  After meeting him, 
  it is declared that Masterson is far too civilized to have 
  anything to do with the disappearances but the player’s 
  characters think differently. 
   
  Matterson, a Type-One vampire, can appear in 
  two distinct forms.  First, he can appear as a 
  living decomposing corpse of a man from the 
  Dark Ages.  His skin looks brittle and is dripping 
  of his face.  His clothes tattered from grave rot 
  and filthy as if he had recently been laying in 
  fresh dirt.  He stinks of decay. 
   
  While still in his first form, through the use of his *Illusion 
  ability, Masterson can appear as Upper Class middle-aged 
  
  13 
  man of means.  Speaking in an unrecognizable accent, he 
  embodies nobility. 
  If the players attempt an assault 
  on The Morris Estate at night, 
  this is how he’ll appear to them 
  and will be undefeatable! 
  Lord Kristopher Masterson 
  Type-One Vampire 
  Armor Class: 18 
  Hit Dice: 10 
  Move: 18 ground, 12 Fly*** 
  Attacks: 3 per Round 
  Attack Damage: All Physical 
  Attacks (Punch, Kick, Claw, 
  Bite) 1d6+3 
  Special: Illusion*, Vampiric Invulnerability**, Fly***, Turn to 
  Mist****, WEAKNESS SUNLIGHT***** 
  Bonuses: +5 to Hit 
  Terror:  15   
  HDE: 15 
  However, if the players are wise and go snooping around 
  during the day, they can find Masterson is sleeping in dug 
  out foundation, down in the cellar of the estate.  If roused 
  from his slumber, Masterson’s stats will be as follows: 
  Armor Class: 12 
  Hit Dice: 5 
  Move: 9 ground, (No Fly) 
  Attacks: 1 per Round 
  Attack Damage: All Physical Attacks (Punch, Kick, Claw, 
  Bite) 1d6 
  Special: Vampiric Invulnerability**, WEAKNESS 
  SUNLIGHT***** 
  Bonuses: +1 to Hit  
  Terror:  12  
  HDE: 8 
  
  14 
  Ancient one 
  “I am here to do your bidding, master. I am your slave.” 
   - Dracula, chapter 8 
  
  15 
   
  Ancient One (An Adventure Seed for mid to high level 
  characters) 
   
  On the far side of Jeffersontown, in an abandoned 
  gymnasium, an ancient evil has taken up residence. It came 
  from a land far away, with strange customs and even stranger 
  language. Why it has come here no one knows, but it has 
  made itself at home and its evil is growing. . . 
   
  One of the Ancient Vampires has come to J-Town. Like 
  Dracula, this beast has been haunting the world for centuries. 
  It cannot be destroyed by traditional means, only stopped. 
  And that's the good news. The bad news is that it has created 
  others of its kind.  
   
  An Ancient Vampire can never be truly destroyed. If even the 
  tiniest fragment of its body remains, it will return within 2d6 
  weeks to hunt again. The only way to truly stop it is to contain 
  it, placing it in a perpetual state of slumber. That is until some 
  unbeknownst fool frees it again.  
   
  This particular vampire seeks not to be discovered, so while 
  living in Jeffersontown it hunts, feeds and breeds elsewhere 
  thus ensuring that it is not tracked down. So, stumbling upon 
  this particular vampire and it’s brood is unlikely, but deadly. 
   
  Ancient Vampire 
  Armor Class: 17, 20 when Invigorated  
  Hit Dice: 8+2 
  Move: 12, 16 when Invigorated, 14 flying, 6 mist 
  Attacks: 1 per round, 2 while Invigorated  
  Attack Damage: bite (level drain), claw 1d6 (2d6+2 while 
  Invigorated), or by weapon 
  Bonuses: +4 to hit (+6 while Invigorated), +2 to damage (+4 
  while Invigorated) 
  Terror: 12 (14 while Invigorated due to its unholy anger and 
  visage) 
   
  
  16 
   
  An Ancient Vampire can become Invigorated, when it feels 
  threatened, by feeding off one of its brood. This process takes 
  2 combat rounds to complete and the Ancient Vampire cannot 
  be interrupted during this time, or the Invigoration will fail 
  and he must try again later. The Invigoration process will 
  destroy the brood member being fed upon, even if the attempt 
  is a failed one.  
   
  An Ancient Vampire can turn into a wisp of fog, or a cloud of 
  mist at will. While in this state the vampire cannot be harmed 
  by any conventional means other than sunlight. It can 
  maintain this form for up to 10 minutes before it must return 
  to its corporeal form. 
   
  Meeting the gaze of an Ancient Vampire requires a saving 
  throw at -2, or the victim is stunned and can take no actions 
  for 1d4 turns. 
   
  The bite of an Ancient Vampire is that of a Classic Vampire, 
  found on page 6. 
   
  To ‘capture’ the Ancient Vampire its body must be placed in a 
  coffin bedded with fresh garlic, lined with mirrors, with a stake 
  driven through its heart, and nailed shut with crucifix shaped 
  nails. No easy feat, but then it has been among the undead 
  for longer than the United States has been a country.  
   
  The Ancient Vampire is also attended at any given time by 1d3 
  standard vampire brood with stats and weaknesses as listed 
  in the DP&D core rulebook. 
   
   
   
   
   
  
  17 
  An Ancient Vampire dressed up for a night on the town. 
  
  18 
   
  BUMP IN THE NIGHT 
   
   
  
  19 
   
  A strange darkness seems to dampen the phosphorescent glow 
  of the street lights, turning mundane shadows into crawling 
  nightmares. The low-lying fog muffles the sounds of the 
  screams that emanate from the house next door. The new 
  neighbor is up to something evil, and you are determined to 
  discover what it is! 
   
  One of the characters, preferably one that lives in Acree Acres 
  or any upper-class subdivision, has a new neighbor. Every 
  night for the past two weeks, weird sounds, unearthly lights, 
  and strange events have kept the character awake. All signs, 
  from missing local teens, activity only occurring under the 
  cover of darkness, and the unloading of a large coffin like 
  crate, point to the neighbor being a vampire! But that's crazy, 
  right? Vampires don't exist, do they? And if the new resident 
  really is a vampire, how do you get others to believe you? And 
  if they do believe you, how the hell do you kill a vampire before 
  he kills you?!?! 
   
  This adventure seed is meant to be split into two parts:  
   
  PART 1 is the investigation phase. Sure, movies and media 
  claim there are dozens of different ways to kill a vampire, but 
  which are true? Or better yet, are any of them true? Before the 
  adventure begins the Game Master will have a chance to 
  custom build (or randomly determine) a unique vampire, with 
  strengths and weaknesses, thus avoiding characters just 
  kicking down the door, driving a wooden stake through the 
  beast's heart and being done with it. Characters should be 
  given clues by the Game Master for visiting certain key 
  locations and important NPCs during this phase. (see below)  
   
  PART 2 is the actual removal of the vampire neighbor, 
  whether that means killing it, or driving it out of town, is up 
  to the players.  When running the adventure, it is encouraged 
  to make the players investigate, gather knowledge, and arm 
  themselves accordingly if they plan to fight this gothic beast. 
  
  20 
   
  You can use these locations and people from Jeffersontown, 
  or create your own.  
   
  IMPORTANT NPCS: 
   
  Mr. Davis  
  High School history teacher / folklore and occult enthusiast.  
  Provides the characters with some basic folklore and where in 
  town to find more information.  
   
  Kelly Baker  
  High School student  
  Claims she was approached by the new neighbor while 
  walking her dog in the park. She too believes he is a vampire 
  and will add credence to the characters story, if they need a 
  witness.   
   
  KEY LOCATIONS:  
   
  PIERRE’S BOOK NOOK in Southwestern J-Town.  
  Small bookstore with a large number of paranormal titles.  
   
  THE PAWN SHOP located in Northwestern J-Town.  
  Lots of tools which might aid in the hunt, as well as a vintage 
  vampire slaying kit from the 1800’s. On sale for only $300... 
  (kit includes: 2 wooden stakes, a dried-up vial of Holy Water, 
  a mini crucifix on a leather cord, and foggy hand mirror)  
   
  JEFFERSONTOWN 
  COMMUNITY 
  LIBRARY 
  located in 
  Central J-Town. Houses an entire section on witchcraft, 
  paranormal, and folklore, though the Librarian will not be very 
  forthcoming with its location. (She's a member of Reverend 
  Phillips congregation, and will report the teens to him, if the 
  Game Master wants to add another level of difficulty or set up 
  additional adventure seeds -  
  see Dark Places & Demogorgons Core Book 
    
   
  
  21 
   
  THE NEW NEIGHBOR 
  Alternate Vampire rules  
  Alignment: most certainly evil  
  Armor Class: 17         
  Hit Dice: 8+2  
  Move: 12                     
  HDE: 12  
  Bonuses: +6 to Hit, +2 to Damage  
  Terror: 12                    
  Attacks: 1/rnd  
  Attack Damage: Claw 1d6 or Weapon/Shape  
   
  To create your Random Vampire roll 1d6 twice for EACH 
  column, (Characteristics and Vampire Weakness).  Re-roll any 
  duplicate rolls. 
   
  1D6 
  CHARACTERISTICS 
  VAMPIRE WEAKNESS 
  1 
  Wolf Shape (move 15) 
  Running Water 
  2 
  Bat Shape (fly 15) 
  Stake 
  through 
  the 
  heart 
  3 
  Mist Shape   
  Garlic 
  4 
  Level Drain bite 
  Decapitation 
  5 
  Summon Beasts:  wolves, 
  rats, or dogs 
  Mirrors 
  6 
  Hypnotic Gaze 
  Holy water 
  (Note: direct sunlight will always kill a vampire, causing 5d6+5 
  damage / round) 
   
  For alternative shapes use the vampire’s base stats with 
  additional movement speeds, for the others see Classic 
  Vampire entry on page 6. 
   
  
  22 
   
  The lost Children 
   
   
  “Great, the bloodsucking Brady Bunch!” 
  - 
  Edgar Frog, The Lost Boys, 1987 
  
  23 
   
  A dangerous new group of teenagers have arrived on the quiet 
  streets of J’town.  These kids are bad news with a capital “B”.  
  Unfortunately, one of the player’s close friends or sibling has 
  fallen in with these hooligans and it’s up to the players to 
  make their friend/sibling see the light of day! 
   
  UNIVERSAL RULES FOR THE LOST CHILDREN: 
  Lost Children cannot enter a residence without first being 
  invited.  Once invited, they can come and go as they please 
  from the residence and the invitation cannot be revoked in any 
  way.  Lost Children can enter any public building or area 
  without need for invitation. 
   
  The Lost Children sleep in caves while hanging upside down 
  from their bat-like feet.   
   
  While The Lost Children can fly, their preferred method of 
  transportation is dirt bike motorcycles. 
   
  Unlike most vampires, The Lost Children do not shy away 
  from people.  In fact, they prefer large crowds where they can 
  act out and can be obnoxious to the inferior humans.  This is 
  how they spend most of their time. 
   
  The Lost Children do not infect those who they bite, they pass 
  on their unique strain of Vampirism by getting an 
  unsuspecting victim to drink their blood, which is often 
  disguised as red wine.  
   
  All Lost Children have Vampiric Suggestion.  This allows them 
  to implant thoughts into the players heads.  They might say 
  something like, “Hey Tami, your shoes are on fire.”  Tami 
  would then need to make a Mental Savings Throw, if passed 
  she has no ill effects, if she fails, then she will believe that her 
  shoes are on fire.  
   
  *Note:  The Lost Children CANNOT use Vampiric 
  Suggestion to get someone to invite them into their home or 
  to get a victim to drink their blood.  Those actions must be 
  done by the humans own free will. 
  
  24 
   
  All Lost Children possess great 
  physical strength, equivalent to an 
  18 Strength Attribute.  While they 
  are plenty strong, their strength 
  should 
  not 
  be 
  considered 
  supernatural. 
   
  If killed, each Lost Child will die in 
  a uniquely random way.  Roll on 
  chart on the next page to determine 
  just how each Child dies. 
   
  Lost Children are not as strong as 
  typical vampires.  Here are the 
  stats for a standard Lost Child: 
   
  LOST CHILDREN 
  Armor Class: 11(on the ground), 
  13 (in the air) 
  Hit Dice: 4 
  Move: 12 Walking, 18 Flying 
  Attacks: 2 per Round 
  Attack Damage: Claw(1d6+1), 
  Bite(1d6-1) 
  Special: Flight*, Hypnotic 
  Suggestion** 
  Bonuses: +2 to Hit, Toughness +1, 
  Damage +2 
  Terror:  14 (Only roll once per 
  group, not individual Child) 
  HDE: 6 
    
  Lost Children can only be killed by 
  a stake thru the heart or sunlight. 
   
  Also, killing the head vampire will 
  revert all other vampires their 
  blood created back to human.  
  However, each Lost Children group 
  usually keeps the head vampire a 
  guarded secret. 
  
  25 
   
  1d20 Occurs upon Death 
  1 
  A massive gory eruption of blood 
  2 
  Glowing inferno of purple flames 
  3 
  Shatters like pottery, revealing crystalline innards 
  4 
  They “poof”, leaving only a small pile of ash 
  5 
  Lightning explodes from their inside, everyone within 10 feet 
  takes 1d6 electrical damage (double if in water) 
  6 
  Slumps over and closes eyes but nothing else uncommon 
  occurs. 
  7 
  A “soul” can visibly be seen escaping the vampires mouth and 
  ascending into the heavens.  The body shrivels and ages before 
  decaying to dust and blowing away in the wind. 
  8 
  Melts into a bubbling, gurgling, puss-like ooze 
  9 
  Their body implodes on itself, disappearing into nothingness 
  with an audible “ping” 
  10 
  3 Grim Reapers instantly appear grabbing the vampire and 
  pulls them apart by their appendages.  Then, just as quickly 
  disappearing, taking all evidence of the vampire with them 
  11 
  The vampires skin begins hissing and smoking and within 
  seconds they melt away leaving only their skeleton behind 
  12 
  The vampire screams in agony while coughing up the black 
  inky blood of all their victims.  This process takes 1d6 hours, 
  meanwhile the vampire is helpless and can perform no further 
  actions, aside from suffering in retribution for the innocent 
  souls they killed. 
  13  
  The vampire explodes sending bloody bits and chunks in all 
  directions. 
  14 
  White sparks spew forth from their eyes, ears, nose, etc.  Their 
  body then explodes red, like a firecracker on the Fourth of 
  July.  
  15 
  The vampire simply “blinks” out of existence. 
  16 
  Glowing red skeletal hands break through the 
  floor/ground/whatever the vampire is standing on, grabbing 
  him by the legs and dragging him to Hell.  Once the vampire is 
  enveloped in the fiery abyss, the flooring reseals itself leaving 
  no evidence behind. 
  17 
  The vampire’s eyes and features change to reveal an innocence 
  not before seen.  The vampire says “Thank you” before closing 
  its eyes and passing on. 
  18 
  The vampire’s body explodes in all directions, melting away 
  clothes, and doing 2 Hit Points of damage to everyone within 
  10’ who is not sheltered of protected in some way. 
  19 
  Beginning with the vampire’s feet and rising up it’s body, it’s 
  body starts turning to black ash, as the upper body collapses 
  on itself.    
  20 
  No less than 30 bats rush from the vampire’s mouth before he 
  collapses not to rise again. 
  
  26 
  Nosferatu - the Devourer of Beasts 
  “Here kitty, kitty…” 
  Pet lovers beware! Something foul and dark has made its way into 
  Jeffersontown. It lurks in the alleys and backyards of your neighborhood 
  under the cover of night, looking not to feed upon human flesh, but on the 
  very lifeblood of your precious little shih tzu.  
  Nosferatu are terrible creatures to behold, shriveled and wizened. They 
  have bulging black eyes and prominent fangs. Drifting from town to town 
  like a vagabond, they feed only on animals. No domesticated pets or 
  livestock are free from its hunger. When the cats and dogs of Jefferson 
  Town begin disappearing, you can be sure a Nosferatu is in somewhere 
  near. 
  Nosferatu  
  Armor Class: 15 
  Hit Dice: 8 
  Move: 12, 6 mist 
  Attacks: 1 per round 
  Attack Damage: Bite (Disease - 
  see below), Claw 1d6 
  Bonuses: +4 to hit, +2 to damage 
  Terror: 14 
  HDE: 2
  
  27 
   
  The Nosferatu is a small humanoid, standing about 5-foot-tall, but spends 
  most of its time hunched over moving about on all fours. It is such a 
  hideous creature, covered in boils and shriveled skin, making its Terror 
  score higher than a classic vampire. 
   
  If any creature, human or pet, is bitten by a Nosferatu there is a 25% 
  chance that they will contract a weeping disease, which causes the victim 
  severe pain and sluggishness, as well as leaking sores around the eyes.  
  (-2 to Strength, Constitution and Dexterity. The victims Charisma also 
  suffers a -4 penalty. The disease is not deadly and will run its course in 
  1d4 weeks.) 
   
  The Nosferatu also has the ability to turn into a green gaseous mist as a 
  single round action, lasting up to 20 minutes before having to return to it 
  corporal form.  
   
  A Nosferatu can be killed by exposing them to direct sunlight, suffering 
  5d6+5 points of damage / round. Reducing them to 0 hit points also ends 
  their reign of terror, but it must be done swiftly as they regenerate 3 hit 
  points of damage every combat round.  
   
  Nosferatu Story Hooks (choose or roll 1d6) 
   
  1d6 
  Nosferatu Story Hooks 
  1 
  A horrifying scream emanates from within a nearby barn as 
  you walk by late in the evening… 
  2 
  In the cafeteria, you overhear that Tammy Halloway’s prized 
  beagle has been missing for 3 days. How thankful would 
  she be if you looked into its disappearance… 
  3 
  Just after midnight as you and your friends finish the 
  second of four 6-packs of beer you all see what appears to 
  be a mangled, hairless bear dragging a deer through the 
  brush at the edge of the flickering bonfire light… 
  4 
  You notice your neighbor placing reward posters on each of 
  the streets light poles. It reads: “Reward! $200 for 
  information regarding the sick bastard who murdered all 
  our chickens. Call 555-3456”... 
  5 
  Danny Wilson was sent home from school today after 
  complaining of a high fever, pain in his stomach and red, 
  rheumy eyes. He claims he was bitten by a wrinkled hairless 
  stray dog the night before… 
  6 
  The strange goth kid in your math class claims that he saw 
  a vampire outside his house last night, but not just any 
  vampire, a Nosferatu. Man, that kid is weird... 
  
  28 
   
  SANGIEST – THE BLOOD SPIRIT 
   
   
   
   
   
   
  
  29 
   
  There is always that one house in every town. The one that makes 
  every passerby feel uneasy. The one that always casts a shadow of 
  fear on the nearby street. J-town is no different, only in this house 
  lives 
  the 
  hottest 
  chick 
  in 
  the 
  whole 
  city! 
   
  The two-story Victorian with the white picket fence is home to Lilith 
  Morgenstern and her aging mother Beatrice. They have been in 
  residence for only a few months, but the house has stood in place 
  for more than eighty years. Lilith is the height of womanly beauty, 
  striking awe into males and females alike. Her mother is the classic 
  crone 
  of 
  myth, 
  twisted 
  and 
  ugly. 
   
  Those walking by can see weak 
  light bleeding though soiled 
  curtains at all times, day or 
  night. Some evenings, after the 
  sun slips down beyond the 
  trees, 
  Lilith 
  can 
  be 
  found 
  tending to the meager flower 
  beds surrounding the house's 
  foundation, always an inviting 
  smile on her lips for those who 
  stroll by. Other times, late 
  afternoon joggers have been 
  startled by old woman Beatrice 
  staring silently out from the 
  shadows of the warped wooden 
  porches' awning. Though the 
  women share the old place no 
  one in Jeffersontown can claim 
  to have ever seen them together 
  at 
  the 
  same 
  time. 
  The truth is Lilith and her "mother" Beatrice are the same person. 
  She is a creature known as a Sangeist, the "blood-spirit", a rare 
  breed of vampire which needs to bath in the blood of its victims in 
  order to retain its youthful beauty. Their curse is evident in their 
  vanity. They must "feed" frequently or their bodies will wither, aging 
  rapidly, within hours. Unfortunately, the blood they need to 
  maintain their facade must be fertile and full of life, that means the 
  blood of children and teenagers are best for that purpose. In order 
  to woo victims, they have mastered the art of guile and seduction, 
  especially 
  for 
  hormone 
  laden 
  young 
  adults. 
  
  30 
   
  A Sangeist harbors the power of enchantment, an ability that allows 
  them to lure young people into a sense of friendship, or even lust. 
  Those who follow their base instincts into Lilith's presence, and into 
  her home, must make a Mental Saving Throw at a -2 penalty. 
  Failure means the victim is under complete psychological control of 
  the creature and will do whatever they are commanded. A victim 
  with a Wisdom score of 13 or higher is able to re-roll the saving 
  throw every 2 turns. Those who make successful saves are 
  overcome with a feeling of uncomfortableness and the need to seek 
  safety away from the Sangeist responsible for triggering the roll. 
   
  Once under her control, Lilith will take her victims to the house's 
  cellar, where their blood is drained from them as their life slowly 
  seeps from their bodies. The blood is then collected into a large tub, 
  in which Lilith may bathe in its rejuvenating energy. Blood amassed 
  in this way only retains its power for a few hours before become 
  detrimental to her. A Sangeist bathing in old blood suffers 3d6 
  points of damage every 2 rounds in stays in contact with it, and will 
  age their body 2d20 years instantly. (Being undead this aging 
  process is cosmetic only, but being vain creatures enrages and  
  frightens them.) 
   
  Sangeist - Blood Spirit Vampire 
  Armor Class: 15 
  Hit Dice: 6 
  Move: 12 
  Attacks: 1 per round 
  Attack Damage: Claw 1d6, or by weapon 
  Special: Enchantment (see above) 
  Bonuses: +4 to hit, +2 to damage 
  Terror: 12 (only applicable once a victim has failed a Mental 
  Saving Throw or if the character becomes aware of what the 
  creature truly is.) 
  HDE: 2 
  WEAKNESSES: As per all vampires, direct sunlight causes 5d6+5 
  damage per round. The Sangeist also suffers from a fear of 
  mirrors, which reflect their true hideousness. A Sangeist forced to 
  look into a mirror will recoil in pain and flee the area as quickly as 
  possible. This causes no damage but reveals their likeness to 
  themselves and those watching. 
   
   
  
  31 
   
   
   
   
   
   
   
   
   
  
  32 
  The Thrall Keeper 
  
  33 
   
  Just outside of Jeffersontown, there is a small neighborhood 
  in which everyone who lives there is connected by a strange, 
  and frankly disturbing, bond. While not related in a familiar 
  way, they seem to all share a very strong affection for each 
  other and for Stefan Bixby, the ‘president of the Ridgewood 
  Valley Homeowners Association’. Each member serves his or 
  her ‘community’ with utmost devotion, even to an unnatural 
  degree. From the outside the rather plain looking subdivision, 
  with its wealth of middle class homes, looks rather mundane. 
  But those who live nearby can't seem to shake the feeling that 
  something is just ‘too perfect’ about the community and its 
  members, as if on the surface it was all just a facade, and the 
  truth may not be a safe thing to uncover.  
   
  Stefan Bixby appears to be a well-groomed man in his middle 
  to late 50’s, who lives in a split-level ranch style home near 
  the heart of Ridgewood Valley. He came into the community 
  some 5 years ago and quickly grew to become a highly 
  regarded member. In reality Stefan is a Thrall Keeper, a 
  distinctly unique breed of vampire which seeks to surround 
  themselves with mind-altered folk who protect them. How and 
  where this breed of vampire came about no one really knows, 
  but they all seem to be superior to other vampires in mind 
  control and creating Thralls. A “Keeper”, as they are 
  sometimes known, do not create other lesser vampires, but 
  builds communities of folk who seem to “esteem" it above all 
  else, including their own well-being. This of course is due to 
  the mind controlling properties of the vampire. It then feeds 
  off of its Thralls in inconspicuous ways as to not draw 
  attention to itself, and is the reason it lives amongst those folk 
  on the edges of society.  
   
  Stefan has built a community of 15 families, all of whom are 
  of the same wealthy middle class. His mind control is so exact 
  that these folks go about their lives without the slightest hint 
  of being brain washed. All they know is that Mr. Bixby is an 
  amazing, smart and talented man who seeks only the best for 
  their community. Even when he insists on always meeting 
  
  34 
   
  with his fellow citizens in the evening or at night, they see no 
  dysfunction in that choice. 
   
  It can be difficult to know if there is a Thrall Keeper near, 
  especially if you live in its community, but there are telltale 
  signs that can be found that would tip one off that a predator 
  has made its way into their town.  
   
  First off, is the utter obedience and unnatural adoration for 
  one individual in the community. Most people are fans of other 
  human beings, but this level of devotion and love borders on 
  the obsessive level.  
   
  Secondly, one might notice a fellow schoolmate, or co-worker, 
  that appears pale and distinctly tired. This is a sure sign that 
  they were a victim of the Keepers feast within the last week or 
  so. A Keeper will never kill or completely drain a Thrall of all 
  its blood, only enough to ensure its satisfaction.  
   
  And lastly, it can be discerned that a Thrall Keeper vampire is 
  near as the small community it builds around itself becomes 
  further removed from the rest of the city or town it resides in. 
  These families become very reclusive to the point in which 
  they only recreate with other Thrall families and begin 
  homeschooling their children.  
   
  Thrall Keeper 
  Armor Class: 15 
  Hit Dice: 8 
  Move: 12 
  Attacks: 1 per round 
  Attack Damage: by weapon 
  Bonuses: +4 to hit, +1 to damage 
  Charisma: +4 
   
  Thrall Keepers tend to have lower stats than regular vampires 
  as they rely heavily on their Thralls to protect and defend 
  them. They resemble humans in almost every way and this 
  
  35 
  have a Charisma score instead of Terror, the bonus of which 
  is used when the Keeper tries to sweet talk someone. (See 
  Influence below for more details) 
  The Keeper has evolved with little to no traditional vampire 
  abilities and has developed its Psychic Influence power in 
  order to thrive. By spending a full 30 minutes “wining and 
  dining” an individual, it may make a Charisma test with the 
  bonus provided above vs. A Mental Saving Throw. If the 
  Keeper rolls higher the individual involved becomes a 
  permanent Thrall of the vampire, responding to each of its 
  commands. The Keeper can influence up to 3 individuals at a 
  time. If the individual succeeds they notice no foul play and 
  simply enjoy the Keepers presence. 
  The bite of a Thrall Keeper drains two levels of experience, but 
  it will never kill a victim this way. This accounts for its Thrall 
  to appear week and anemic. It usually feeds in areas of the 
  Thralls body that are not normally visible while wearing 
  everyday clothing.  
  A Thrall has average human stats and will fight to the death 
  in defense of Mr. Bixby and all other Thralls under his control. 
  The only way to save a Thrall from the Keepers Influence 
  ability is to cause the victim some sort of trauma (i.e.: a blow 
  to the head, a burn, or a cut) while they are at least a mile 
  away from the vampire itself. This will break the Keepers 
  power over them and they will be suddenly aware of the 
  Influence they have been suffering under. 
  All vampires suffer damage from direct sunlight, which causes 
  5d6+6 damage per round. It otherwise can be damaged by any 
  ordinary weapon, but will regenerate 3 points of damage per 
  round.  
  
  36 
   
  DESIGNATION OF PRODUCT IDENTITY "Dark Places & Demogorgons™" and the 
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  DESIGNATION OF OPEN CONTENT All other content not designated Product Identity 
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  OPEN GAME LICENSE Version 1.0a  
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  15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James 
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  THIS!! Dark Places Demogorgons Copyright 2017 Bloat Games, Authors Eric Bloat & 
  Josh Palmer 
   
  SURVIVE THIS!! Dark Places & Demogorgons:  Vampire Sourcebook written by Jodie 
  Brandt & Eric Bloat
   
   
  
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