SYNOPSIS
Scooby-Doo and
friends are driving through the mountains on their way back to Crystal Cove
when they hear stories of a local family who have reported that the woods around their log cabin are haunted. The police haven't taken any interest, so this
sounds like the perfect job for Mystery Inc to clear up. Without wasting any
time they travel to the cabin where Grandma Culpepper and her boys meet them,
and they set up camp to investigate overnight.
This is the narrative of a game of 7TV2, using theMystery Inc. programme guide, played with the basic rules but using Profile
Cards for some models, the Countdown Deck and Gear cards from the 7TV2:Apocalypse set. We felt the tone of these, and the style of the gadgets, worked
better for the cartoon horror style of the game.
Grandma tells our
heroes the over last few months the evil spirits of the wood seem to have taken
a dislike to the hillbillies, and made things uncomfortable for them. There
have been lots of strange sightings and mysterious goings on after dark, and as recent as last month their nearest neighbours were so scared they've abandoned their
property and moved out wholesale. Grandma reported this to the police, but they
just said there was nothing they could do. So knowing that Mystery Inc take
such things seriously she is very hopeful that they can help.
Grandma feels that
if the mystery is not solved soon she may be forced into a decision she does
not want to make. People are always interested in buying the Culpepper place
and she was made another offer (though not a high one) one month ago. If they don't find a solution to the problem, the hillbillies feel
they may have no choice but to sell their land and go elsewhere.
SET-UP
The game was played on a 4 x 3 table with a central
log cabin and campsite within a clearing, surrounded on all sides by woodland. Mystery Inc. were the defenders and their models were placed first, with
Mystery Inc. in the camp and the Culpeppers in the cabin, and the Mystery
Machine parked close by. The Things that Go Bump in the Night then placed their
models touching any table edge, and placed five objectives no closer than
6" from the table edge. In this game, only Mystery Inc. could claim objectives
(which were principally there for narrative purposes).
The table set-up |
Or: the lighting was terrible because of the table position next to the window and very poor internal lights. The fallen trees in the forest were because the terrain didn't travel very well in the back of the car. And you'll just have to use your imagination about the density of the woods, as we only had so many trees. The area outside the circle of trees is taken to be reasonably dense woodland.
Mystery Inc.'s object was to find the clues and make
sense of them, and solve the mystery; the Things would aim to scare them all
off, or capture them (as this is a children's show, eliminated models are
considered scared off or captured, of course).
THE CASTS
Mystery Inc.
Fred (co-star, 5)
Daphne (co-star, 4)
Velma (co-star, 4)
Shaggy (co-star, 4)
Scooby Doo (co-star, 4)
Daphne (co-star, 4)
Velma (co-star, 4)
Shaggy (co-star, 4)
Scooby Doo (co-star, 4)
Scrappy Doo
(co-star, 4)
Grandma Culpepper
(Extra 2)
The Culpepper
Hillbillies (6 x Extras 3pts/2)
The Mystery Machine
(vehicle, 4)
35pts,
generating 10 plot pts
The Things that Go Bump in the Night
The Ghost of the
Woods - Mysterious Monster (Guest Co-Star, 5)
2 x Ghosts - Spectres (Extras, 3 each)
2 x Spectres (Extras, 3 each)
Alpha Werewolf - Beastman Elder (Extra, 3)
2 x Spectres (Extras, 3 each)
Alpha Werewolf - Beastman Elder (Extra, 3)
7 Werewolves - Beastman (Extras, 2 each)
Victim Zero (Extra, 2)
36pts,
generating 7 plot pts
Scrappy Doo's profile was created from Scooby's,
altering a couple of stats and replacing his Special Effects with Small, Puppy
Power, and Puppy Pest. You can download his profile card from the image above
or, if you prefer, from this link to the .yaml file for use with Jorge's
fantastic 7TV2 card generator.
Lycanthrope Victim Zero is a modified Patient Zero (from the
Apocalypse set), but for someone infected with a werewolf bite. Which is
obviously something psychosomatic when the werewolves are really people dressed
in rubber suits, of course. Yaml file here.
VICTORY POINTS
2 points if
opponent's cast is axed, or 3 points if opponent's cast has no models left on
table
3 per star
eliminated
2 per co-star
eliminated
1 per extra
eliminated
1 per objective
token claimed and explained appropriately as a clue (Mystery Inc only)
AND… ACTION!
Our heroes set up camp outside the Culpepper's log cabin |
"A talking dog is all very well," says Velma. "But why does it need to talk so much?"
"Like, and about so little," Shaggy acknowledges. "And with such an annoying accent too. At least Scooby has the decency to have a speech impediment that makes him sound like I imagine a talking dog should."
Scooby-Doo ignores them all, snoring lightly, dreaming of the next meal.
Behind them, Daphne and Fred emerge from one of the tents.
"Er.. Yes, Fred, you've done a very good job setting up the tent," Daphne says, thinking quickly and trying not to look at Fred, while smoothing her clothing straight.
"Er.. What's up, gang?" asks Fred, trying to look innocent.
Werewolves gather inside the woods |
Ghostly presences are present |
There's a sudden chill in the air as a shadow passes across the face of the full moon. Or maybe it is the unseen presence of the ghosts.
"Did you hear that?" Velma whispers, to nobody in particular.
"You mean like that strange howling, that's been getting nearer over the last hour?" asks Shaggy.
"You mean that weird ghostly whistling in the wind, that sends shivers up your spine?" asks Fred.
"You mean that strange rustling coming from the undergrowth really close by?" asks Daphne.
"That was just me getting my poop bag ready," says Scrappy.
"You mean that strange rustling coming from the undergrowth really close by?" asks Daphne.
"That was just me getting my poop bag ready," says Scrappy.
"No, not those," says Velma. "I mean that rasping scraping noise, like claws being sharpened on stone, coming from somewhere over there near the edge of the woods."
"Rrrraaaggggyyy!" says Scooby-Doo, who is suddely awake, and jumps onto Shaggy's lap, his teeth chattering loudly.
Fred smiles, ignited with purpose.
"I suggest we split up," Fred declares. "Velma and I will find the source of the rasping scraping sound while Shaggy and Scooby can investigate the howling and whistling noises. Daphne can deal with the strange rustling and take Scrappy for his evening walk. Let's go!"
Velma is quick to head in the direction of the rasping scraping sound. Almost as soon as she has left, something at the edge of the woods moves at the limit of Shaggy's field of vision.
"Gulp," says Shaggy, "Did you see what I just saw, Scoobs?"
"Yeyeyeye", mutters Scooby-Doo, still on his lap, shivering. Shaggy shrugs his shoulders.
"That’s what always happens," he sighs, setting Scooby down on the ground. "Come on, then, let's go investigate."
Inside the cabin, Grandma is laying out the law to the Culpepper boys.
"These here
Mystery Inc folk are here to help us, boys," she explains. "So you
give them all the help they need so we can see off these spirits once and for
all." She counts on her fingers, slowly mouthing their names in turn.
"Where's Billy
Bob?" she asks, finally.
"Oh
Granma," drawls Cleetus, the oldest and most intelligent of the Culpepper
boys, "Oh Granma he's done gone to his bay-ed, Granma, he has. He drunk
too much moonshine with breakfast, Granma."
Grandma Culpepper
squeezes her rolling pin. "You boys!" she yells, "You know that
moonshine's special for Sunday dinner! Now get those shotguns loaded quick so we
can help those Mystery folk do their stuff."
The Werewolves are finally assembled |
Spectres on the move |
The ghosts advance on Fred and Daphne |
Their arguing is interrupted by the sudden ghostly presence of two ghostly presences.
"Woo, woo!" cries one of the ghosts, rather unconvincingly.
"Woo, woo!" cries the other one, even less convincingly, possibly because it is werewolf-shaped.
"Is that the best you can do?" asks Fred, who advances in response.
The first ghost instantly vanishes, teleporting away. "Woof?" the other one tries, then turns and runs off into the darkness of the woods.
"There must be a clue somewhere around here, Scoobs." |
"Hey Scooby," Shaggy asks, "Why is it like always a full moon when we do these things?"
"Rrridunno", Scooby responds.
But the moonlight proves useful. In the distance, Shaggy can see something reflecting back the light. It must be a clue, and they head towards it purposefully.
Fred and Velma chase the ghostly werewolf-shaped creature, contrary to its expectations. Eventually it realises it has little option but to turn and fight, but before it gets the chance it finds itself a target. Velma, who has thoughtfully brought along a fie extinguisher with her, attacks, stunning the creature, and Fred, who has had the forethought to devise a cunning trap using two overhanging trees and a convenient hole in the ground, deals further damage. The stunned ghost, now vulnerable to fisticuffs, is duly dispatched.
There's something lying on the ground nearby, which Velma picks up. It's a folded newspaper, and is obviously a clue.
"Hmm," says Velma, reading the headlines. "The Blue Ridge Chronicle... Now why does that sound familiar?"
"Hey Scooby, it's a clue!" says Shaggy, rather unnecessarily, and picks up a small object.
"Wow, Scooby, it's like a badge, " he says, examining it closely. "No, it is a badge", he concludes. "A pin badge that reads 'Spencer's Mountain Summer Ball, 1938'. Like wow. I wonder what that can mean?"
Fred and Velma chase the ghostly werewolf-shaped creature, contrary to its expectations. Eventually it realises it has little option but to turn and fight, but before it gets the chance it finds itself a target. Velma, who has thoughtfully brought along a fie extinguisher with her, attacks, stunning the creature, and Fred, who has had the forethought to devise a cunning trap using two overhanging trees and a convenient hole in the ground, deals further damage. The stunned ghost, now vulnerable to fisticuffs, is duly dispatched.
There's something lying on the ground nearby, which Velma picks up. It's a folded newspaper, and is obviously a clue.
"Hmm," says Velma, reading the headlines. "The Blue Ridge Chronicle... Now why does that sound familiar?"
The ghost reappears |
Scrappy is as annoying as ever. "Lemme at 'em" he says, in the voice that should not belong to a small dog, and charges the mysterious phantasm. Somehow he manages to wound the creature, though he injures himself in the process.
Daphne does what she's best at, and screams.
"Ha ha ha!" cries the ghost, in a ghostly female voice that might have a Virginia accent.
"I know I shouldn'a drunk that much..." |
Without a sound, one of the spectres taps on his shoulder.
"Yoo hoo,
behind you," it whispers, as Billy Bob turns around, looks deep into its
empty eye sockets, and falls unconscious to the ground.
Werewolves, advance! |
I love the smell of burning Werewolf in the evening |
"Hey, Scoobs, do I smell home cooking?" |
"Like wow," says Shaggy. "Isn't it a bit late to have a barbecue?"
"Rraybe rrrireworks?" suggests Scooby.
No soon have the werewolves beaten out the flames then they find it's not only pyrotechnics that the technician stored here. The inevitable explosion occurs, and several charred werewolves duly detonate.
Showdown outside the cabin |
One of the Culpepper brothers seems not his usual self |
"Granma, Fetus look more like a dawg today than usual," says Peetus (the most observant of the Culpepper brothers).
"Granma, Fetus smell more like a dawg today than usual," says Wheatus (the smelliest of the Culpepper brothers).
"Granma, don't know as it makes much difference," says Litus (the wisest of the Culpepper brothers).
They all turn their weapons in the direction of the youngest brother and open fire.
"Woo, woo!" says the ghost, slightly more confidently than before, given that Daphne now seems to be its only serious opposition.
Daphne emits a small, pathetic scream. Instinctively her reflexes take over and she flings the bag in the ghost's direction.
"Ew, ew!" says the ghost and retreats again. But Velma and Fred are closing in on it from the other side.
Shaggy and Scooby have disguised themselves as well as they can with bits of charred werewolf that they have found scattered around and are sneaking up on the remaining, wounded alpha wolf and its diminished pack. Though unconvincing, in the darkness their disguise seems to work, as the alpha werewolf signals all of the pack, including them, to keep up and advance on the cabin for the final assault.
Meanwhile, the wounded ghost confronts Fred. Though weakened, Fred is able to set off another makeshift trap with a few convenient trees and various pieces of an old moonshine still he has found, and the spirit is captured. As Velma approaches he tears the rubber mask from the ghost's head.
Fred gasps in horror.
"Mary Ellen Walton?" he says.
"Of course," announces Velma. "You were the family that lives next door! You want to get rid of the Culpeppers so that you can buy their land at a bargain price and open the whole woodland up as a Walton's Mountain Theme Park."
"Yes," says Mary Ellen. "And we would have gotten away with it if it wasn't for you meddling kids."
And with that announcement, Ben, Erin, Jason and Jim-Bob Walton step out of their rubber werewolf costumes with their hands up.
Shaggy and Scooby remain undetected as they follow the last two werewolves into the camp. Shaggy, who it seems has been carrying a rusty bear trap around with him all this time, now puts it to good use and catches one, while the alpha werewolf is taken out by Scooby, who somehow manages to swing a weighted mesh net over it.
Rubber masks are removed.
"Oh no, not you too, Elizabeth?" says Shaggy. But John-Boy Walton just sits there in his smouldering alpha werewolf suit and scowls.
CREDITS
All game rules, templates and tokens from Crooked Dice Game Design Studio;
Mystery Inc models from Hasslefree Miniatures except Scrappy-Doo, who was scratch-built by the author;
Hillbillies from Blue Moon/Old Glory;
Werewolves, spectres and ghosts from Reaper Miniatures, Westwind Productions and CP Models.
Clear Bases from Sally 4th;
Gaming mat from Deep Cut Studios;
Log cabin and all terrain scratch-built by the author.
EPILOGUE
Later, after the police have gone, and Grandma Culpepper has cooked them all a slap up meal, Mystery, Inc. head to their beds.
"Good-night, Fred"
"Good-night, Daphne"
"Good-night, Velma"
"Good-night, Scrappy"
"Good-night, Scooby"
"Behind you..." |
"It's time to find out who you really are..." |
Fred gasps in horror.
"Mary Ellen Walton?" he says.
"Of course," announces Velma. "You were the family that lives next door! You want to get rid of the Culpeppers so that you can buy their land at a bargain price and open the whole woodland up as a Walton's Mountain Theme Park."
"Yes," says Mary Ellen. "And we would have gotten away with it if it wasn't for you meddling kids."
And with that announcement, Ben, Erin, Jason and Jim-Bob Walton step out of their rubber werewolf costumes with their hands up.
The final scene |
Rubber masks are removed.
"Oh no, not you too, Elizabeth?" says Shaggy. But John-Boy Walton just sits there in his smouldering alpha werewolf suit and scowls.
CREDITS
All game rules, templates and tokens from Crooked Dice Game Design Studio;
Mystery Inc models from Hasslefree Miniatures except Scrappy-Doo, who was scratch-built by the author;
Hillbillies from Blue Moon/Old Glory;
Werewolves, spectres and ghosts from Reaper Miniatures, Westwind Productions and CP Models.
Clear Bases from Sally 4th;
Gaming mat from Deep Cut Studios;
Log cabin and all terrain scratch-built by the author.
EPILOGUE
Later, after the police have gone, and Grandma Culpepper has cooked them all a slap up meal, Mystery, Inc. head to their beds.
"Good-night, Fred"
"Good-night, Daphne"
"Good-night, Velma"
"Good-night, Scrappy"
"Good-night, Scooby"
"Rrr-night, Shaggy"