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We will begin with a note to the Storyteller: This game has a time clock on it. The game should last four hours. That clock begins the second one of the player’s sets foot inside the house. You may choose to let the players know about this time clock when the game begins, but you are by no means obliged to let them know in it exists at all. The decision is up to you. That having been said, the same effect can be triggered by the players tampering or unintentionally triggering the water, you will see these points built into the campaign. The players will be aware that they have triggered something because they will hear the sound of rushing water. It is also how you will know they have triggered this one. If this happens to the players three times they will trigger the same result as if they had simply run out of time. The house will fill with water and players will drown. (Unless they can think of a way to get out using the water)
An Introduction to The Campaign
There are a lot of ways to bring players to the campaign, though the simplest is simply make the opportunity available. Natural curiosity will usually do the rest. If you have a group that needs to be led by the nose, then you can simply feed them some bad information that will lead them to believe that the house has something that they need. If you choose to simply put the house in their path you can use this introduction script: After walking through the wilds for a few days. Clearly, you’ve taken at least one wrong turn during your journey. Your supplies are starting to run low and you fear you may never find your way. You come upon a house. It is fairly large and the lights inside show that there is a person in one of the rooms. © 2011 by Katie Gatto and David Roth 1
The same tile traps will activate each time the players attempt to cross this hallway. This unusual clock shows numbers as 1-24 with 24 in red. 1 .” This door is locked with a very advanced lock set with four tumblers. Touch the door bar or tamper with the clock and a gong rings. The floor is a random mish-mash of black and white tiles with a few gold tiles scattered here or there in a random pattern.35 % 3 .” First Floor Should the players look back at the door. © 2011 by Katie Gatto and David Roth 2 .If player come knocking a warm and masculine tone says. “You hear a sound like water running. If your party is smart and decides to check for traps before they move into the room you should tell them only about the gold tile trap.70 % 4 . Gold Tile Trap Each time your players walk roll a percentage. You can’t be sure from a distance but this hallway may reach all the way to the back wall of the house. each with its own negative applied to the players score. If you roll under 10% then they have triggered a gold tile. Reveal the black tile trap only if a second check for traps is passed. by the same player. “Come in.90 % Main Hallway This is a long hallway. Tell the players. Take that player (and anyone in a 3 ft radius) the floor tilts under them and they are unceremoniously dumped in the basement.20 % 2 . they will find themselves in front of a self-locking door with a heavy iron bar and an ornate clock above the door.moving the clock up an hour. Tumbler Tumbler Tumbler Tumbler #1.
That locket has a picture of a young girl on one side and a pair of adults. in various states of decay. and then 4D6 of damage after that. Players who are sensitive may notice an odd smell. or if any players are left. Anyone who searches the bodies will find the following: 1. Body three: a set of lock picks (2nd level) When they go to leave the room they will find the door is closed. The first is a barrage of poison darts that the players must avoid or take 1D8 of immediate damage. There are 10 of them. There is a 50% chance that each of them will trigger a black tile. Roll again. Lighting a torch will reveal that the room is barely one person wide and three corpses. Searching The Room If the room is searched a player may find a silver locket inside. That will set off two traps simultaneously. Even those who fail will © 2011 by Katie Gatto and David Roth 3 . The man is wearing a large black coat. though currently you see not door there. #1S Hidden Room If players do not make it a point to hold the door open it will snap shut and lock behind them. tightly spaced near the end of the hall. Any player who passes a perception check will realize that the walls are slowly moving in upon them. Body two: a tattered jacket with a map in the pocket 3. The second trap that will be triggered at the end of the volley and large axes will swing down from the ceiling and begin to swing in a pendulum like motion.Black Tile Trap If they do not trigger the gold tile trap. one woman and one man. Body one: 2 silver 2. Hidden Door Anyone who makes a successful roll will find a door that leads into a secret room.
© 2011 by Katie Gatto and David Roth 4 . If more than one player (or even a very large player) can cause it to shatter. The second is a more somber piece. The clock will also forward by an hour.eventually notice it is getting smaller. The second. Chairs are scattered about in 2’s and 3’s and a large rug is in the center of the room. If the players pluck the strings on the harp they will find that the strings are far too tight for normal play. The players will need to have someone lower a rope. #2. This room’s rug is false. stand stacked on each other to climb out or find another creative way out of their troubles. dropping the players into a 15 ft pit full of sharpened wooden spikes. They will have about two minutes to pick the lock on the door before the players will be killed by this trap. a harp and a couch. If players look closer there are two songs. They look like sheets of music. It is actually a painted mirror. If they pluck them anyway they will hear a click. If the player chooses to play the 1st piece a loud clicking noise will be heard followed by a rush of water. Parlor This parlor seems cozy enough. The first is a very simple and up beat tune. They will do 2D10 of damage each and an individual player could reasonably fall on three to four of them. Music Room This is clearly a music room. When the players try to get out of the pit they will discover that the walls are greased and climbing them without help is next to impossible. somber piece will reveal a stairway to the second floor of the house. On the stand there are papers. #3. followed by a rushing of water. It features a vast grand piano.
© 2011 by Katie Gatto and David Roth 5 . A tinkerer who passes a sufficient check would be able to tell that these are made in a manner similar to a pocket watch. To open that box they must pick the lock. When players try to read a book roll percentage: 1-35: Blank 36-58: An arcane language you don’t know 59-74: Turns to dust 75-90: An exceptionally boring tome on farming 91-100: This book generates as explosion 2D4 damage If the players are not paying attention at this point a small clockwork monster will attach itself to one of their pieces of clothing and begins to climb towards the players head. Chain Chairs Room This room looks like a sitting room but the chairs seem off somehow. so it could have been wound up to a few days in advance. You may choose to activate this monster at any time you like. as long as it is before the room with the barrage of clockwork monsters. #5. Anyone who examines it will see a hole where a key could fit.#4. Restarting a monster will simply make it attack again. A freshly wound monster will get in five attacks (successful or not) before it runs out of steam. Then it will run out of power and shut down. Books of various shapes and sizes abound on dark shelves. one bronze. If players choose to search on top of the books shelves they will find a mahogany box pushed back near the wall. Any player who bothers to try will find that the bronze key will fit the clock work monsters. one steel and one carved out of black stone. but when it does reach the head it will attack with sharp steel claws that will cut the face leaving a deep wound for 1D10 points of damage. The Library This room is a library. Inside are a set of three keys.
#6. No food is on the tables but the goblets are full of wine. If the players are sitting in the chairs when the switch is triggered then they will be locked in. © 2011 by Katie Gatto and David Roth 6 . If they take the dagger from the dining room and place in back in the block they will find a set of stairs. If they all pass out or one is left alone. One imposing chair does not have shackles. Observant players will find a missing knife in the butcher’s block. A large man in formal black robes towers behind her. they will awaken in the basement. It also reveals the portrait of an exceptionally beautiful young woman.A closer inspection shows them to be outfitted with shackles revealing this rooms function. If players are dumb enough to drink wine they pass out. The Solarium This room has what looks like large windows covered by thick blue drapes. #7. The Kitchen This kitchen locks as if it has been used recently. The chairs must be broken in order to get out. The stove is still warm and you see crumbs. Hitting the switch a second time does not open the locks. Dining Room This is a formal dinning room. An observant player will find a broken dagger on the floor. #8. they will find that the windows are bricked over. One full-length mirror hangs. as there is no apparent lock to pick on these shackles. The table is set for six. these stairs lead down to the basement. but only with weight in chairs. The mechanism is completely inside the chairs arm. Tapping it makes the shackles snap shut. A closer inspection shows a small switch on the bottom of the right arm rest. Should the players choose to check behind the drapes.
If players touch all five leaves at the same time and press down they will enter a small storage closet. When you try to stop he rants about how it needs life to open the box. Dodge: 45% Lowlight Vision: 30% Stamina: 68% Strength: 40% © 2011 by Katie Gatto and David Roth 7 . If this room is searched the player will find a poisons guide bound in black leather. An observant player will notice that one of the people on the table is the woman from the locket. it contains: #9. 1 short sword 1 pair of clothes suited to a member of the nobility 5D10 gold The Parlor This room appears to be a gentlemen’s parlor with a large desk. It is spattered in blood. Bodies are splayed out on tables and a man in a long black coat with heavy leather gloves. Then he’ll ignore you unless you get in. Anyone who tries to pick the lock will be so at a negative of 60%. He holds a clever in his hand.The mirror has an ornate frame. Closer examination shows the leaves aren’t even and there is a clump of 2 on the left side and 3 on the right. There is also a broken feather quill. They are inside a metal cage. Basement This is a torture chamber. a humidor and a warm fireplace. Then he attacks. He just doesn’t have enough life to give it but wants some more. A child is below him.
or fail to complete the game in four hours of playtime the house will begin to fill with water from the top down. The house will fill and it will drown. its draws your attention. If they peek under the bed. the monsters will attack right away. The bed is unmade and a large puzzle is spread out on the floor. Right Room This is the master bedroom. One finger hole is showing on the side. If time runs out the house will begin to fill up with water. one is on the right and the other is on the left. despite the fact that the fact the fire is out. it is unfinished. in less than 10 minutes. If anyone looks under the bed you will see roughly five dozen small clockwork monsters. It is a large silver puzzle box. This will happen miraculously fast. Left Room This is clearly a young girls bedroom. The players will notice this differently depending on where they are. If they do not then the monsters will follow them into the hallway and then attack the party. The bed is completely made and actually covered in a light coat of dust.After he dies you hear a small whistle noise. and the ensuing drowning deaths is all up to you. How you deal with this revelation. Players in the basement may notice water pooling by their ankles. Second Floor There are only two rooms here. First floor players will likely see water running down the walls. Failure If the players trigger the rushing water sound three times. When you touch it stops whistling. The room is still warm. Clearly no one has been using it for a few weeks. Top floor players will see spigots pop out of the walls. © 2011 by Katie Gatto and David Roth 8 .