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Death Valley - A Horror Western TTRPG

Created by critical-kit-ltd

A multiplayer TTRPG where you take on the role of an undead resident of Bardo’s Bluff. Whether you desire to exist in peace or seek out revenge for your wrongful killing, there is always something or someone determined to make your life hell.

Latest Updates from Our Project:

Day of the Undead #4: Ghosts
9 months ago – Wed, Nov 05, 2025 at 04:12:38 PM

Howdy Yall!

Aaron, again: after we were obsessed with The Revenant, let's switch to something a little less corporeal. THE GHOST!

This undead was pretty tricky, but I am happy where we landed on them.



Ephemeral, cold, and grasping for a touch of reality. When you died, your spirit shed the flesh of your previous life, and now you wander the in-between, the nothing that spreads across the desert, while still trapped on the mortal plane, unable to touch and move things like your undead siblings can. They see you as pure, though, undistilled and raw life force, moving and thinking without flesh to hold it back.  You are a ghost, capable of taking over the bodies of others and making them bend to your will, experiencing their life and senses, a being forced to live in a shadowed half-existence. Only truly feeling what is around them when they wear the skin of another. 

Ghosts are one of the only undead that can be formed even after a body has been burned to char and ash. If the life force holds together even after its container has been reduced to nothing, they still have a chance. Though this is a sporadic occurrence. As high undead, they represent one of the pillars of the black veil church. Ghouls are the body, Wights are control over life force, and Ghosts are life force itself. 

Ferality in ghosts comes from the act of possessing too frequently or losing oneself to the hodgepodge of information while trying to fight it and being unsuccessful. The belief that you are one person while fighting to stay another person tears the ghost apart mentally until they are scared, confused, and usually angry, trying to wander into mortal realms to experience a solid identity, if only for a while.


👻Key Attribute: Empathy (+1)

💀 Undead Boon — Possession: You may possess a willing living mortal and use their body as your own (though all your stats remain the same) if the target is unwilling, roll an Empathy check vs the target's Grit. While you are possessing a target, you have access to their memories. If the possessed takes damage, you will take that same Damage. If the possessed entity dies, you may continue puppeting the body, but it will become useless in D6 days, meaning the body will be unresponsive and non-moving. 

🌙 Starting Banes: Silver, Salt

🫥 Intangible: While you aren't possessing a mortal, you can't interact with the physical world.

🩸 Healing — Squatters life: Once per new dawn, if you are possessing a living body, heal 1d6 life force (the mortal heals to). If a body you are possessing dies, you may consume their life force and heal 1d6 immediately or heal a critical Injury. You may also kill a body you are possessing to heal 2d6 or a critical injury. 



⚰️Post-Mortem Questions:

  • What most unnerved you about not being corporeal? What was important about a physical body that you lost?
  • Do you separate yourself from new memories or embrace them? Do you struggle with your identity? If so, what is a touchstone that helps ground you? If not, what gives you such confidence in who you know you are? 
  • What was the first thing you gave to someone else, realizing that your lack of physical body would make this pointless? Was it an elevating feeling being free from the physical bonds of existence, or did it make you miss those sensations?
  • What was your first possession like? Was it a comfortable fit, or did the body feel wrong and awkward, too strange to control properly?
  • Have you ever possessed someone who was dying and or died while you possessed them? What thoughts did they scream into the void as they lost what was left of themselves? Did you feel guilty?
  • Have you ever forced someone you possesed to do something so against their own morals it felt like a split in you? Have you ever used your possession to assist the church or other entities in gathering information or performing clandestine actions? What were the consequences of this? 


Aside from the above, ghosts have a lot of unique abilities that alter their interactions with the world and magic. I hope you think the ghosts are cool! Tim should be coming forward with a Special announcement next week or so! Next time we will be getting a little more down to earth.

Yee-Haw,
Aaron

Day of the Undead #3: Revenants
9 months ago – Tue, Nov 04, 2025 at 10:06:49 PM

Howdy Yall!

Aaron Again, this time bringing you an update on the favorite form of the polls, The Revenant.


You know exactly who you were. You know exactly what happened to you. You have something that needs doing. One look in your dead eyes, burning with the need for swift revenge, and they'll know that you are a revenant. You are purpose in its truest form.

  Unlike other Undead, Revenants can only exist if they have a purpose. Most of the time, that purpose is bloody revenge, but if a Revenant is strong-willed enough, they can manage their nature through Obsession.  Older Revenants can even exist as dark protectors of some places if they fight through enough obsessions to learn to control their curse.

Undead only really fear two things most nights. One is a feral undead; there isn't much worse than that. Two is a Sane revenant. This fear tends to ostracize Revenants to the outskirts of Bardos Bluff, though occasionally, if a revenant gets into a position of authority, they tend to stay there.

Revenants as a people don't have much in the way of culture; their obsessions tend to make them loners by nature and incapable of putting down roots unless they are supremely strong-willed.

Revenants are the Spirits of Vengeance and Death Valley's most ruthless inhabitants.

⚡️Key Attribute: Agility (+1)

💀 Undead Boon — Goal-Oriented:  You and your law master come up with the purpose of your Revenant. This goal needs to be specific and capable of completion. Whenever you perform a check that leads to your goals' completion, you may push that roll once a day without spending a Resolve (rerolling woes still cost Resolve). As you complete goals and move on to new goals, they may become more vague and generalized. 

🌙 Starting Banes: Silver, Fire

Without purpose: When engaging in any activity that inhibits or impedes your goal suffer one Resolve damage. 

🩸 Healing — Unyielding will: 
Once per new dawn, if you are in pursuit of your goal, heal 1d6 life force. This may be done at any time and is instantaneous. (yes, even during combat). If you torture a Human standing between you and your goal, heal 2d6 or a critical injury. 

⚰️Post-Mortem Questions:

  • What was the first obsession you had? How did you attempt to fulfill it?
  • Do you feel trapped by the obsessive nature within you? Were you obsessive before becoming a Revenant? Is it a liberation or a burden to be so bent to a goal?
  • What was it like the first time you saw another undead afraid of you? How did it affect you? Was there power in the fear or loneliness?
  • Do you try and extend your goals by slowly, methodically acting or does the nature of obsession take hold of you and make you rush towards your goals with little thought or regard to others?
  • If you could leave a legacy, a lasting mark on the valley, what would you want to be remembered for? Will you leave a legacy of justice, Fear, or something else entirely?
  • How long do you think you can go before you give up hope? When do you think you'll turn feral?


Hope you like the Revs! Tim says the quick start guides are nearly ready, and I'm excited to get that in everyone's hands. I think tomorrow I am gonna give you guys a little sneak peek at the Scenario that will be in the Core book and a chance to help me out a little ;).

Talk to Y'all later!

Yee-haw,
Aaron

P.S. Dont forget to check out the actual play!

https://youtu.be/d40IOdsB5kA?si=LRb8vU-Hb80wPpoI

News, News, News!
9 months ago – Fri, Oct 31, 2025 at 01:48:03 AM

Howdy!

Aaron here.

I apologize for the lack of updates over the last week the convention train is hitting hard! Anyway, I'm back with a ton of updates on the project. But first here is a pic of Team Critical Kit all over the world last week!



First up, the first two episodes of the Death Valley actual play are now up on YouTube. Go watch the creators attempt to find a powerful artefact in Scorpion Gulch.

Next, Tim is doing some final editing of the Quick Start guide so expect that imminently. That will be free for you to download and try.

Finally, we will have some big news next week about something that all backers are going to receive as part of the project. You don't want to miss that, so please ensure you're following the project (or back us) to keep updated.

That's all for now, but normal service will resume over the weekend with a close look at another type of undead you can play!

Yee-haw,

Aaron 

Day of the Undead #2: Vampires.
9 months ago – Sat, Oct 18, 2025 at 10:36:15 AM

Hey there,

Tim here, back with another daily update introducing the undead forms you can play in Death Valley.

Yesterday things got heated with the Hellhounds… so today, let’s cool off with something that prefers to be away from sunlight: vampires



You look almost human, but just a little too pale, your eyes a little too sharp, your toothy smile a little too practiced; close enough to walk among the living, but unmistakably something else beneath the skin. Most folk won’t question it, which makes Vampires the perfect bridge between the living and the dead - charming, composed, and dangerous.

Vampires are the most venerated of the undead, the aristocracy of the Black Veil Church and the de facto leaders of the civilized undead world. Their control, their grace, and their resistance to ferality have made them the figureheads of unlife.

But power comes with its burdens. Vampires outside the Church’s grasp find few allies. Their reputation, their elegance, even their trust are all wrapped up in the institution that made them. To walk alone is to risk being hunted by your own kind.

Newly turned Vampires are often tragic. They may try to go back to families, lovers, old jobs and their former lives, unaware of how cruel the daylight is to them. The Church rushes to capture these fledglings not only to prevent chaos, but to fold them into its ranks before they can think too freely.

Their style mirrors their theology: black veils, layered robes, and garments heavy enough to shield from the hateful sun. The color is practical and devotional, a sign of reverence to the night that shelters them. Some, weary of the endless centuries, choose torpor, a self-imposed sleep that can last decades or centuries. They dream their griefs away, waking only when the world changes or the hunger becomes too much to ignore.

The vampires of Death Valley are the keepers of undead civilization and its most refined predators.

🩸 Key Attribute: Empathy (+1)

💀 Undead Boon — Charmer: Add +2 dice when persuading or lying with your Poker Face skill. Humans cannot tell you are undead unless exposed to a bane.

🌙 Starting Banes: Silver, Wooden (piercing) damage

☀️ Daylight Robbery: In daylight, all checks suffer –1. When struck in daylight, take +1 damage.

🩸 Healing — Sweet Succor:
Once per dawn, drink blood from a human to recover 1d6 Life Force (or 2d6/one Critical Injury if drained to death). You may also drink at any time to regain 1d6 Resolve.

Post-Mortem Questions:

  • Are you part of the Church? If so, what do you truly believe about the Black Veil?
  • When you were newly turned, what part of your old life did you try to return to, and what stopped you?
  • Do you have a nest? Who do you share it with, and why?
  • Have you ever entered torpor? What would drive you to such a sleep?
  • What do you miss most about daylight? Do you risk the pain of the sun to see it?
  • What does it feel like to be at the top of the undead ladder, and do you still remember what it was like underneath it?

Tomorrow, we’ll meet another denizen of Death Valley.

Until then, stay in the shade.

Tim

Day of the Undead #1: Hellhounds.
9 months ago – Fri, Oct 17, 2025 at 05:48:31 AM

Hey there,

Tim here jumping in with a new series of updates that outlines the undead forms you can play in Death Valley.

Today we are kicking off with the original hot dogs... Hellhounds (scorcher of a pun there).

These are one of my personal favourites and I chose to play one in the actual play we did.



When you died, your life force didn’t fade; it shifted, raging through you like wildfire. Your body burned, turned to ash, and reformed into something neither fully human nor beast. That’s the curse of the Hellhound: forever aflame, forever between worlds.

Throughout history, mortals have mistaken Hellhounds for the phoenix, their rebirth giving rise to stories of fire’s power over life and death. Still, they play up to that misunderstanding, seeing themselves as kin to Prometheus, the first of their kind, who died bringing fire to humankind. To them, every flame is sacred, every spark a heartbeat of the living world.

The Black Veil Church condemns their faith, calling it heresy. Many Hellhounds were hunted or driven feral under the Church’s persecution.

Hellhounds who manage to master their burning can wear clothing and it marks a symbol of discipline among their kind. Those who do are revered as elders; their control marks them as saints of the fire. Others scorn the cloth as a lie against their nature. Every hound finds their own way to live with the constant pain of burning. Some through faith, some through song, and some through destruction.

In Death Valley, Hellhound gatherings are open shelters built around a central pyre. Hospitality is law, and stories are currency. Outside their own kind, many hounds hunt in small packs of three to five.

You can watch a short video on hellhounds in death valley here.

Here are the main characteristics of playing a hellhound in Death Valley:

🔥 Key Attribute: Empathy (+1)

💀 Undead Boon — Hotweiler:
You begin with Rank 1 in Solar or Flame Magic and do not require a tutor to progress. You are immune to natural heat damage.

💧 Starting Banes: Silver, Water

🌧️ Rained on the Black Parade: While in contact with water, take 1 Resolve damage each time you take Life Force damage.

🕯️ Healing — Smoldering Life:
Once per dawn, burn a human corpse and consume the ashes to heal 1d6 Life Force. If the victim was alive when burned, heal 2d6 Life Force or a Critical Injury.

Post-Mortem Questions:

  • When you awoke, burning and changing, what kept you from going feral?
  • What injustice makes your inner fire rage out of control?
  • Do you find clothing insulting or empowering?
  • What was the last thing you burned, and did you watch the flames in its eyes?
  • Do you worship the Church, the Sun, or nothing at all? What drove that choice?

Next time we’ll unearth another of Death Valley’s lost souls. Until then, burn baby, burn. 🔥

Tim