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Les Bibelots
SCENARIO 08 · One-Shot Scenario
Les Bibelots

Les Bibelots

"The book has no author. The library has no address. And the night... the night has teeth."

Scenario Overview

Les Bibelots is a horror-focused one-shot where players begin as everyday people researching an urban legend about 'Nowhere Land.' Their investigation leads them to a hidden Parisian library—and into a nightmare of escalating pursuit.

This scenario is designed as a perfect gateway into the Nowhere Land universe, ending with the players' forced entry into the dimension itself.

Recommended for 3-5 players, 3-4 hour session

Tone Urban horror, investigation, siege survival, escalating dread

Structure Linear with branching investigation paths → convergence at library → escalating siege → forced escape to Nowhere Land

Key Mechanic: The Book-as-Portal. The borrowed book attracts Alptrauma at night, creating time pressure and escalating horror.

GM Preparation Checklist
Before running this scenario, ensure you have:
  • ✓ Pre-generated character sheets printed (6 provided)
  • ✓ Flashback investigation cards prepared for each character
  • ✓ Library floor plan sketched (main floor, back room, basement, upper floor)
  • ✓ Alptrauma attack patterns noted (3 phases)
  • ✓ Hohenmar boss stat block ready
  • ✓ Ambient horror soundtrack prepared

Content Warning

This scenario contains themes of stalking, siege/home invasion, body horror (Alptrauma transformations), isolation, and police inability to help. The scenario deliberately builds paranoia. Discuss with players beforehand and establish safety tools.

Pre-Generated Characters

Each character has been researching Nowhere Land through different avenues. Their paths converge at the library.

Émile Duroc — The Conspiracy Theorist

Background: Runs a popular dark web forum on anomalous disappearances. Has been tracking patterns in missing persons cases across Europe for 5 years.

Motivation: Prove that "Nulle Part" is real. Vindication for years of ridicule.

Skills: Research +3, Tech +2, Paranoia (Perception) +2

Starting Clue: Dark web coordinates to the library, encrypted message mentioning "the book that reads you."

Margaux Chen — The Private Detective

Background: Licensed PI who specializes in missing persons. Three cases in the last year ended with witnesses mentioning "a place that doesn't exist."

Motivation: Closure. Answers for the families. Professional obsession.

Skills: Investigation +3, Streetwise +2, Combat (basic) +1

Starting Clue: Case file from a victim who vanished after visiting "a bookshop that shouldn't exist." Last known location: 4th arrondissement.

Thomas Vaillant — The Grieving Parent

Background: His daughter Céline disappeared 2 years ago. Police closed the case. He's been searching ever since, following increasingly strange leads.

Motivation: Find Céline, or at least learn the truth. Desperate hope.

Skills: Determination (Resolve) +3, Empathy +2, Research +1

Starting Clue: Céline's journal, found hidden. The last entry mentions "finally finding Nulle Part" and draws a symbol matching the library's sign.

Sister Bernadette — The Mystic

Background: A nun with a secret: she's had visions of "the place between" since childhood. The Church dismissed her claims. Now she seeks proof.

Motivation: Understand her visions. Determine if Nowhere Land is divine or demonic.

Skills: Mysticism +3, Calm (Composure) +2, Latin/Ancient Languages +2

Starting Clue: A 16th-century manuscript from the Vatican archives describing "les portes de Nulle Part" and a library that "exists only for the worthy."

Karim Belkacem — The Liminal Space Influencer

Background: YouTube/TikTok creator with 500K followers. Documents backrooms, abandoned places, and urban legends. This is his white whale.

Motivation: The ultimate video. Proof of the impossible. Fame and validation.

Skills: Social Media +3, Cameras/Tech +2, Urban Exploration +2

Starting Clue: A follower's DM with coordinates that lead to a dead-end alley—but photos show a door that wasn't there when he visited. Until it was.

Dr. Léa Fontaine — The Academic

Background: Folklore professor specializing in disappearance myths. Academic reputation ruined after publishing on "Nulle Part" as a genuine phenomenon.

Motivation: Academic redemption. Prove the folklore is real.

Skills: Academic Research +3, Folklore Knowledge +3, Languages +2

Starting Clue: A bibliography reference to a book that exists in no catalog—"Les Bibelots de Nulle Part"—with a single margin note: "La bibliothèque du passage."

Flashback Investigation Mechanic

Before the scenario begins, each player describes HOW they found their clue. This establishes their investigation style and creates shared backstory.

Ask each player:

  • • Where were you when you found this clue?
  • • Who did you have to convince, bribe, or deceive?
  • • What did you sacrifice to get this far? (time, money, relationships, sanity)
  • • What almost stopped you?

This builds investment before the scenario even starts. Each flashback should take 2-3 minutes.

Act One: The Convergence

All paths lead to the same place: a narrow alley in the 4th arrondissement of Paris, between a shuttered antique shop and a wall covered in faded political posters. There, visible only to those who've followed the clues, is a door that shouldn't exist.

Arrival at the Library

The door is old wood, paint peeling in spirals. No sign, no address. Your phone shows nothing but a blank wall. But you see it. You all see it. And when you push... it opens into a space that smells of dust, binding glue, and something older. Candles flicker. Books line every surface—floor to ceiling, precarious towers, open volumes scattered on tables. The air is thick, warm despite the January cold outside.

The library contains:

  • Main Floor: Reading tables, towering shelves, a checkout desk with an ancient ledger. Books on esotericism, philosophy, survivalism, scouting manuals—strangely practical alongside the occult.
  • Back Room: Boarded up. "INTERDIT" painted on the door. Something behind it hums.
  • Upper Floor: Accessed by a spiral staircase. More specialized texts. A window overlooking an alley that doesn't match the one outside.
  • Basement: A trapdoor buried under book stacks. The librarian glances at it nervously when asked.

The Librarian: Monsieur Corbeau

Type: NPC - Former Traveler | Tier: Ally/Neutral | Domain: The Library (Personal Bastion)

Appearance: Gaunt, silver-haired, dressed in an outdated three-piece suit. Reading glasses perched perpetually on his nose. Moves between the stacks like he's been doing it for centuries. Probably has.

Manner: Initially dismissive, claims the book they seek doesn't exist. After pressure, becomes protective—not of the book, but of the seekers. "You don't know what you're inviting."

Secret: Corbeau is a former Traveler who escaped Nowhere Land decades ago. He established the library as a waystation—collecting artifacts and books that serve as portals, protecting them from those who would misuse them. The library itself is his Domain, a bastion that weakens Alptrauma within its walls.

He Knows:

  • • The book "Les Bibelots de Nulle Part" is itself a portal
  • • It can only be borrowed, never owned—return before midnight or face consequences
  • • At night, the book attracts Alptrauma from nearby portals
  • • If they take the book, they will be hunted

The Rules: To borrow the book, each seeker must sign Corbeau's ledger and create an "account." Unbeknownst to them, this binds them to the library's portal network—they are now visible to Nowhere Land.

The Book: Les Bibelots de Nulle Part

The book is an artifact-portal—a door disguised as knowledge.

BEHAVIOR:

  • • Opens normally in daylight. Contains fragmented lore about Nowhere Land, written in multiple hands across centuries.
  • • At sunset, the pages begin shifting. Text rearranges. Illustrations move.
  • • In complete darkness, the book CLOSES and cannot be opened by force. It becomes a beacon.
  • • Alptrauma within 1km can sense the book when it's closed. They are drawn to it.

CONTENTS (what players learn by reading):

  • • References to "Le Comte" and "Le Registre"—the Count and the Ledger
  • • Descriptions of Domains: The Passage, The Partisan Market, realms of frozen time
  • • Warnings about Alptrauma: "They wear faces. They hunger for doors."
  • • A crude map showing Paris with dozens of marked locations—potential portals?
  • • Handwritten notes from previous readers, some ending mid-sentence

Act Two: The Reading

Only one person can take the book—Corbeau is clear on this. But nothing stops them from reading it together. The players must decide: where do they go to study the book? A café? Someone's apartment? A park?

Time Pressure: The Countdown
From the moment they leave the library with the book, the clock is ticking:
  • • 2 hours: Observation begins. They feel watched. Shadows linger too long.
  • • 4 hours: First contact. Someone asks about the book—too specific, too insistent.
  • • 6 hours: Multiple approaches. Different Alptrauma, different tactics.
  • • Sunset: The siege begins in earnest.

The library closes at 22h. If they don't return the book by then, they cannot access the library's protection.

Escalating Horror: The Hunt

PHASE 1: Being Watched (Hours 1-2)

Subtle wrongness. The players should feel observed but unable to identify the source.

  • • A person across the street, standing perfectly still, watching
  • • The same face on two different people in the crowd
  • • A café customer who orders nothing and stares
  • • Phone photos show figures in the background that weren't visible in person

PHASE 2: First Approach (Hours 3-4)

The Alptrauma attempt social extraction—they look human, they sound human, but something is off.

  • • A "fellow researcher" approaches, asking about their work—knows too much
  • • A "delivery person" claims a package for whoever has the book
  • • Someone approaches claiming to be a "friend of a friend" who can help

Each Alptrauma uses a different tactic. If refused twice, they become more aggressive.

PHASE 3: Open Pursuit (Hours 5-6)

They stop pretending. Multiple figures follow. Streets empty around them.

  • • Crowds thin unnaturally—people flee without knowing why
  • • Temperature drops. Breath mists. January becomes winter nightmare.
  • • The pursuing figures no longer hide. They walk in formation.
  • • Phones lose signal. GPS stops working. The city feels wrong.

PHASE 4: The Police Incident

If the players seek police help or are found by patrol officers, the Alptrauma demonstrate their true nature. A pursuing figure corners a police officer in an alley and consumes their essence—absorbing them into its mass. The players witness this: a person being unmade and incorporated into the creature's form. The police cannot help. No one can.

Act Three: The Siege

The players' only refuge is the library. If they return before closing (22h), Corbeau reluctantly lets them in. The library's status as his Domain weakens Alptrauma within its walls—but it won't stop them forever.

The Siege: Three Phases

The Alptrauma attack in waves, growing more numerous and desperate with each phase.

PHASE 1: Testing the Defenses

Alptrauma probe the windows and doors. They scratch at shutters, tap on glass, whisper in familiar voices—trying to lure individuals outside.

Duration: 20-30 minutes real time

Counter: Stay inside. Don't respond to voices—even if they sound like loved ones.

PHASE 2: Escalation

They begin climbing the exterior, testing the upper floor windows. Some try to enter through the chimney (blocked by Corbeau's wards). One attempts to break down the back room door from outside—there's a portal in that back room.

Duration: 15-20 minutes real time

Counter: Players can help reinforce defenses (Forma checks), distract Alptrauma (Umbra checks), or research countermeasures in the books (Anima checks).

PHASE 3: The Breach

They find a weakness. Multiple Alptrauma begin forcing entry through a cracked window. Corbeau can't hold them all. And then... the Hohenmar arrives.

Counter: There is no counter. They must flee.

The Hohenmar

Type: Boss | Tier: Dangerous | Domain: Portal Nexus

A creature of absorbed forms—a mass of stolen identities. It has multiple heads emerging from different parts of its shifting body: faces of those it has consumed, mouths speaking in overlapping voices. It is what Alptrauma become when they consume enough essence.

Stats: Forma 5, Anima 3, Umbra 4

Wounds: 25

Armor: 3 (absorbed flesh)

Weakness: Light (direct bright light causes 2 Harm/round)

Resistance: Mental attacks (too many minds to target)

Abilities:

  • • Chorus of Voices: Speaks in the voices of those it has consumed. Can mimic anyone whose essence it contains.
  • • Multi-Headed: 3 actions per round (one per major head). Can attack multiple targets simultaneously.
  • • Essence Drain: On hit, drains 1 Reverie. If target reaches 0 Reverie, begins absorption (must be rescued within 2 rounds).
  • • Portal Sense: Can detect portals within 1km. Drawn to open portals.

The Hohenmar is not meant to be defeated. It is meant to be fled.

Act Four: The Escape

Into Nowhere Land

Corbeau makes a decision. He has portals in the library—in the back room, in the basement. He's been protecting them, keeping them closed. But there's no other choice now.

"Listen carefully. The portals will take you to Nowhere Land—to Nulle Part. I cannot control where you arrive. First-timers always go to The Passage, but you may be separated. You may never see each other again. But if you stay here... the Hohenmar will add your faces to its collection. Choose."

Players have seconds to decide. Corbeau opens the basement portal—a swirling void of purple-gray light. The windows shatter. The Hohenmar is inside.

POSSIBLE ENDINGS:

  • All Enter Together: They arrive at The Passage, disoriented but together. This is the ideal setup for a campaign continuation.
  • Separated Entry: Some hesitate too long. They enter different portals, arrive in different parts of The Passage (or different domains entirely). Finding each other becomes the next challenge.
  • One Stays Behind: A player sacrifices themselves to buy time. They are absorbed by the Hohenmar—their face becomes one of its heads. (In future sessions, encounters with the Hohenmar include their voice.)
  • Corbeau's Sacrifice: Corbeau forces them through and seals the portal behind them, facing the Hohenmar alone. The library—his Domain, his life's work—dies with him.
The purple light swallows you. For a moment, you feel everything and nothing—your body dissolving into concept, your memories stretching like taffy. You hear a voice, old and amused: "Welcome to Nowhere Land. The Count will see you soon."
Difficulty Adjustments

Adjust for your group:

EASIER (For new players or shorter sessions):

  • • Reduce siege to 2 phases instead of 3
  • • Corbeau provides a protective ward (advantage on one check each)
  • • Remove the Hohenmar; standard Alptrauma are the final threat
  • • Extend the timeline to give more reading/preparation time

HARDER (For experienced horror players):

  • • One player character is secretly an Alptrauma (discovered during siege)
  • • Add a fourth siege phase: the library begins collapsing
  • • The book actively resists being read—Anima checks to retain information
  • • Multiple Hohenmars converge on the library

ALTERNATE ESCAPE ROUTES:

  • • The book itself can become a portal if all remaining players bleed onto it
  • • The back room contains a mirror-portal to a different Domain
  • • The basement trapdoor leads to a tunnel system with multiple exits

Aftermath & Campaign Hooks

Continuing the Story

If this is the start of a campaign, plant these seeds:

  • The Librarian's Legacy: If Corbeau survived, he may appear in Nowhere Land as an ally—or he may have been corrupted by the Hohenmar. His library's fate affects portal stability throughout Paris.
  • The Book's Secrets: The book is still with them (if they kept it). It contains more secrets—including how to potentially return to Earth. But the Alptrauma still want it.
  • The Hohenmar's Memory: If the Hohenmar absorbed anyone—PC or NPC—their memories are now part of it. It knows what they knew. It can find what they found.
  • Family Connections: Thomas's daughter Céline may actually be alive somewhere in Nowhere Land. Other characters' missing persons may also be here.
  • The Count's Interest: New arrivals attract the Count's attention. He will find them. He always does. And he will have questions—and offers.

Post-Session Debrief

After the session, ask your players:

Horror Elements:

  • • When did you first feel genuinely unsettled?
  • • Which Alptrauma approach was most disturbing?
  • • Did the Hohenmar feel like a genuine threat?

Character Investment:

  • • Did the flashback investigation help you connect to your character?
  • • What would you have done differently?
  • • Are you invested in continuing this character's story?

DESIGN NOTE: This scenario is deliberately linear—it's a horror rollercoaster. Future sessions should offer more player agency and sandbox exploration. This one-shot is about the fall into Nowhere Land, not navigation of it.

Additional Resources

This complete scenario includes all acts as presented. Additional downloadable resources:

Nowhere Land

Nowhere Land - The Null Handbook

Nowhere Land - The Null Handbook

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