and introduces them to the oddities taking place within Beckett Park.
-Welcome to Beckettville!-
-Employment at Beckett Park-
GM only!
-Information for Game Masters-
-Park Ranger Rescue-
Click the image below to watch a play through!
The only way out is to survive until morning.
Park rangers are the lifeblood of Beckett Park, and we appreciate their tireless efforts to keep our natural resources safe and secure. Their valiant commitment to our community is truly unparalleled. Rest assured, we have every confidence in our rangers to uphold the highest standards of excellence and professionalism. We wish them all the best in their duties, and look forward to their continued success in serving the needs of Beckettville.
Welcome to Beckettville!
The City of Beckettville
Beckett Park
Park Rangers
Employment at Beckett Park
The Rangers
TTRPG-SPECIFIC SUGGESTIONS
DnD: Intelligence or Dexterity based
CoC: Hacker
TTRPG-SPECIFIC SUGGESTIONS
DnD: Charisma, Dexterity, or Wisdom based
CoC: Bartender
TTRPG-SPECIFIC SUGGESTIONS
DnD: Dexterity or Strength based
CoC: Boxer
TTRPG-SPECIFIC SUGGESTIONS
DnD: Charisma, Dexterity, or Wisdom based
CoC: Butler, Maid
TTRPG-SPECIFIC SUGGESTIONS
DnD: Dexterity or Strength based
CoC: Soldier
TTRPG-SPECIFIC SUGGESTIONS
DnD: Charisma or Dexterity based
CoC: Waiter
Serious spoilers for Beckettville and Park Ranger Rescue below.
PROCEED WITH CAUTION.
Information for Game Masters
Managing Beckett Park
Ranger Sandy
Sandy is a relatively new head ranger, but she is enthusiastic and passionate about her job. She genuinely wants to help the players succeed and will offer guidance and support as much as she can.Ranger Randy
Randy is a seasoned head ranger who has been working in Beckettville for an impossibly long time. He's seen it all and done it all, and he's willing to do whatever it takes to get ahead.Campers
The GM should play the NPC campers in a way that subtly hints at their altered mental state, while also giving players a chance to notice something is off. The players should be able to interact with the infected campers and potentially uncover more information about the ooze's influence in the park. You can use the infected campers to add tension and danger to the game. The players may need to try to avoid them, hide from them, or even fight them off. You could also use them to create a sense of paranoia and mistrust among the players, as they try to determine who among their group might be infected.Beckett Caves
The Beckett Caves are a maze of winding tunnels and dangerous cliffs, with a dark and foreboding atmosphere. The caves are home to a group of angry bears who have been disturbed by the spread of the black ooze. If the rangers decide to check out Beckett Caves, they are immediately greeted by a Baby Bear. It doesn't attack at first, but if the rangers attempt to go further in the cave it will lash out. If they continue, they will meet with an slightly larger bear. Inside the cave they can find an additional knife.Blackwood Trail
If the players wander onto the Blackwood Trail, they may encounter a variety of hazards. Ambushes by creatures hiding in the dense foliage, ready to strike when the players least expect it. Mysterious shrines or ancient ruins that may hold clues to the origins of the black ooze, but may also be guarded by dangerous creatures or cursed spirits. If the players are not careful and fail to navigate the trail successfully, they may face serious injuries or even death. The GM can use skill checks and other game mechanics to simulate the dangers of the trail and create tension and suspense as the players struggle to survive.Cappy's Campground
If the players wander onto the deadly campground, they may find themselves confronted by a group of campers who seem friendly at first but quickly reveal themselves to be under the control of the black ooze. The campers will try to lure the players into their clutches, using offers of food and shelter to mask their true intentions. If the players fall for the trap, they will be ensnared by the ooze and dragged into the lake, where they will be consumed and added to the campground's collection of victims. To avoid this fate, the players must be wary of any offers of hospitality and investigate any suspicious activity they come across. They may need to use their survival skills and cunning to outmaneuver the campers and escape with their lives. The GM can use mechanics such as stealth checks, perception checks, and combat encounters to create tension and challenge the players as they navigate the deadly campground.Running Each Night
The First 10 Minutes
Players have time to explore and prepare without any immediate danger from the creatures. They can gather resources, craft weapons and defenses, and plan their strategy.The Final 10 Minutes
The creatures of the black ooze begin to appear, and the players must defend themselves. They can use their prepared weapons and defenses to fight back, or they can try to evade the creatures and find a safe spot to hide.Playing with Dread
Dread represents the fear and paranoia that the characters feel as they explore the park and encounter the ooze creatures. As the characters encounter more frightening situations, they must roll a d20 against their fear. Anyone who rolls a 5 or below must then roll on the Dread Table. The effects of the Dread Table last until the end of the night or until another players snaps them out of it.- Seeing an ooze creature for the first time
- Witnessing an ooze creature attacking another character
- Being separated from the group
- Hearing strange noises in the dark
- Being chased by an ooze creature
- Discovering a dead body
- Etc. This is not a limited list.
Dread Table
Roll |
Reaction |
Description |
---|---|---|
1 |
Thick Ick |
The player develops a bond with one of the creatures or other antagonists. They will attack players over other actions. |
2 |
Paranoia |
The player becomes suspicious of their companions and will start to suspect them of being in league with the creatures. |
3 |
Hallucinations |
The player sees things that aren't there, or they mistake people or objects for something else. |
4 |
Catatonia |
The player becomes unresponsive and uncommunicative, unable to take any actions or make decisions. |
5 |
Phobia |
The player develops an intense fear of something specific, such as the dark, enclosed spaces, or the creatures themselves. |
6 |
Hysteria |
The player becomes overwhelmed and may cry or laugh uncontrollably. |
7 |
Cataplexy |
The player experiences sudden and temporary loss of muscle control, potentially causing them to collapse or fall. |
8 |
Hyperventilation |
The player breathes rapidly and shallowly, potentially causing them to faint or experience other physical symptoms. |
9 |
Agitation |
The player becomes restless, irritable, and potentially violent, lashing out at others or destroying objects around them. |
10 |
Dissociation |
The player loses touch with reality and may have difficulty distinguishing between what is real and what is not. |
PARK RANGER RESCUE
Training
Ranger Briefing
Your first shift starts now.
Equipment
The ranger station will start with a basic set of equipment, including 3 standard issue radios, 2 flashlights, a first aid kit, and a knife. There are not enough resources for everyone to have their own basic set, so the players will need to decide who gets what equipment and how to make the most of their limited supplies. Detailed information about items are available in the pins of the Ranger Station map.The First Radio Transmission
Locking Down
The locks on the door and windows appear to have been ripped from their places. Players must find other ways to secure these entryways, which can include nails and a hammer in a toolbox or moving heavy furniture. The most secure way to close up the station is by finding broken wood and using the nails and hammer to board up the windows and door overnight. If they do not lock down, creatures can jump through the windows and doors without resistance.First Night
Second Night
The Second Radio Transmission
Random Encounter Table
Roll |
Creature |
HP |
Defense |
Attack |
---|---|---|---|---|
1 |
Raven x3 |
3 |
5 |
+1 to hit/attack |
2 |
Snake x2 |
5 |
5 |
+1 to hit/attack |
3 |
Raccoon |
6 |
8 |
+1 to hit/attack |
4 |
Deer |
6 |
8 |
+1 to hit/attack |
Increase Creature Encounters
The GM should increase the number of creature encounters and their difficulty to create a sense of danger and urgency.Creatures’ Weaknesses
The creatures have certain weaknesses that the players can exploit. The GM can give hints or clues to the players about the creatures' weaknesses.Repair Defenses
Players can repair any damage to their defenses using wood boards and nails. If the defenses are not repaired, the creatures will have an easier time getting through, and their attacks will be more frequent.Search for Weapons
Players can search for weapons such as the park ranger knife, or improvised objects like a fallen tree branch or a metal pipe. Weapons can deal more damage to creatures and provide the players with a higher chance of survival.Third Night
The Third Radio Transmission
Random Encounter Table
Roll |
Creature |
HP |
Defense |
Attack |
---|---|---|---|---|
1 |
Snake x4 |
5 |
5 |
+1 to hit/attack |
2 |
Deer x2 |
6 |
8 |
+1 to hit/attack |
3 |
Raccoon x3 |
6 |
8 |
+1 to hit/attack |
4 |
Coyote |
8 |
10 |
+2 to hit/attack |
Night has fallen in Beckett Park, and the players are tasked with reporting an attack on a citizen. However, they must leave the safety of the ranger station and navigate through the park, which has become much more perilous with the spread of the creatures and their ooze. To survive, the players must find ways to slow the ooze's spread and avoid the creatures, while also aiding other survivors they may encounter.
Evading Creatures
As the players navigate through the park, they must be careful to avoid the creatures, which have become more aggressive and coordinated. The GM can use skill checks for players to hide or move quietly, as well as create chase scenes where the players must outrun the creatures.Spreading Ooze
The ooze has begun to spread throughout the park, ensnaring and causing damage to those who come into contact with it. To slow its spread, the players must improvise solutions, such as using fire to contain it. Additionally, the GM can create ongoing damage effects for players who are ensnared in the ooze, requiring them to use items or abilities to break free.Aiding Campers
The players may encounter campers who are trying to escape the park. These campers may have valuable information or resources that can aid the players in their fight, such as first aid kits or weapons. The players may also be able to work together with the campers to overcome obstacles or fend off creatures.Fourth Night
The Fourth Radio Transmission
Random Encounter Table
Roll |
Creature |
HP |
Defense |
Attack |
---|---|---|---|---|
1 |
Deer x3 |
6 |
8 |
+1 to hit/attack |
2 |
Bear |
8 |
12 |
+2 to hit/attack |
3 |
Boar x2 |
8 |
10 |
+2 to hit/attack |
4 |
Coyote x2 |
8 |
10 |
+2 to hit/attack |
As the fourth night falls upon Beckett Park, the creatures' attacks become more coordinated and difficult to predict. The players must be vigilant and keep track of the movements and behaviors of the creatures in order to avoid being caught off guard. They must also work together to prevent the creatures from attacking simultaneously, as a coordinated attack could easily overwhelm them.
Scramble for Resources
Resources are becoming scarce, and the players must manage their supplies carefully. They must make strategic decisions about what to use and when to use it, as they can't afford to waste any valuable resources.Extended Stay
Halfway through the attack, two of the previous campers show up. They will try to keep up the friendly facade at first, but soon show signs of being under the ooze's control and begin to attack the rangers.Final Night
The Final Radio Transmission
Random Encounter Table
Roll |
Creature |
HP |
Defense |
Attack |
---|---|---|---|---|
1 |
Raven x5 |
3 |
5 |
+1 to hit/attack |
2 |
Raccoon x3 |
6 |
8 |
+1 to hit/attack |
3 |
Bear |
8 |
12 |
+2 to hit/attack |
4 |
Boar x2 |
8 |
10 |
+2 to hit/attack |
On the final night, the creatures of the black ooze launch an all-out assault on the players, and the stakes are higher than ever. The creatures now seem to have a coordinated attack plan and will stop at nothing to eliminate the players. The players may even encounter manifestations of their deceased loved ones within the ooze, causing them to question their own sanity.
Boss Fight
Mama Bear |
12HP |
14 Defense |
+3 to hit/attack |
Fear's Final Form
The players will face several challenges throughout the night, including new and more powerful creature types, which will require creative solutions and strategic teamwork to overcome. The game master should also incorporate the "dread" and "fear" mechanics to increase the tension and keep the players on edge.Finale Royale
To survive the night, the players must use all the resources they've gathered over the previous nights, including weapons, ammunition, and any makeshift defenses they've built. The players must work together to defend themselves against the unrelenting swarm of creatures.Additional Content
Reroll random tables and use the following table to insert new events:
Random Encounter Table
Roll |
Event |
Description |
---|---|---|
1 |
Power Outage |
The power goes out in the Ranger Station, leaving the players in the dark and vulnerable to attack. |
2 |
Sabotage |
The players discover that their supplies or defenses have been sabotaged by an unknown party. They must quickly find a way to repair or replace what was damaged. |
3 |
Killer Fog |
A dense, poisonous fog settles over the park, causing disorientation, hallucinations, and suffocation. The players must find a way to escape the fog and avoid succumbing to its deadly effects. |
4 |
Crazed Hiker |
A hiker has stumbled upon the players' campsite, ranting about the black ooze and attacking anyone who gets in their way. |
5 |
Ooze Seepage |
The black ooze has seeped out of the ground, causing the soil to become unstable and creating dangerous sinkholes throughout the park. |
6 |
Thunderstorm |
A freak storm sweeps through the park, causing trees to fall and blocking paths. Lightning strikes ignite several small fires. |
Additional Radio Transmissions
"Hello there, rangers! Looks like you're in for a bit of a challenge tonight. A power outage has struck the ranger station, leaving you all in the dark, both literally and metaphorically. Don't worry, though, I'm sure you'll be just fine stumbling around in the pitch-black with whatever critters happen to be lurking around. Just keep in mind that sometimes, the things you can't see are the ones that can hurt you the most. Have fun!" Sabotage:
"Well, well, well, it seems someone doesn't want you all to have a good time tonight. Your supplies have been sabotaged, and you're left with no way to defend yourselves against the horrors of Beckett Park. Who could be responsible, you ask? The black ooze? A crazed hiker? Or maybe it's just some punk kid with a grudge against rangers. Whatever the case, you better act fast and figure out how to fix things before it' s too late. And if you catch the culprit, tell them they're grounded. Ha, I crack myself up!" Killer Fog:
"Hey there, rangers! Looks like Mother Nature decided to give you all a real treat tonight. A dense, poisonous fog has rolled in, causing disorientation, hallucinations, and suffocation. How exciting! Just try to avoid breathing too deeply, okay? And if you start seeing weird things, remember: it's either just your mind playing tricks on you or something very, very real that's going to kill you. But probably not! Good luck!" Ooze Seepage:
"Hello, hello, hello, rangers! It's your old pal, Ranger Randy, coming to you with some not-so-great news. The black ooze has seeped out of the ground and made the park's soil unstable, creating sinkholes left and right. It's like a real-life game of Minesweeper! Just make sure you don't step on any of the red squares, or you'll be sorry. Anyway, have fun out there, and remember, when in doubt, blame the ooze!" Crazed Hiker:
"Good evening, rangers! Looks like you've got an unexpected visitor tonight. A hiker has stumbled upon your ranger station and seems to be a bit...off. They're ranting about the black ooze and attacking anyone who gets in their way. Sounds like a real hoot, right? Just try not to get on their bad side, and remember, if all else fails, you can always use the power of friendship to subdue them. Or just run away. Your call!" Thunderstorm:
"Hey, rangers! Looks like the sky is falling tonight! A thunderstorm has hit the park, causing trees to fall and block paths. And if that wasn't enough, lightning strikes have ignited several small fires. Sounds like a real party! Just make sure you don't get struck by lightning or crushed by a falling tree, and you'll be just fine. And if you do happen to get injured, just remember: laughter is the best medicine. Ha ha ha ha ha!"
This is so good! I especially love your use of maps, they're beautiful art in and of themselves but also the layers are such a good use of the system. And the whole thing is just so aesthetically pleasing, the recurring black ooze is a real winner too.
Aw, thank you so much for taking the time to read my one shot and leaving such a kind comment!! I'm thrilled to hear that you enjoyed it, this article was so fun to work on! I just found out about the icons as map pins and couldn't help myself hahahah.