Professional Documents
Culture Documents
Sample
Sample
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Lady
Franciska Lady Dunville finds the Society's work exciting, and she is kind enough to sponsor
2
Dunville of the expansion of Rose House. The next facility costs 1 point less.
Exeter
Mr. Anthony Mr. Frith is friends with newspaper editors, and he can make a case go away, or
fil
2
Frith he can dig up an old case in the newspapers' archives (gives the Society a clue).
Miss Thorburn is an amateur historian, and she knows many local stories about
Miss Virgina
2 vaesen. She can draw parallels between the Society’s cases and accounts she
Thorburn
has studied (and this provides a clue).
Lord Alfred Lord Clapp is a bibliophile, and he has an extensive collection of books in his
Clapp of 2 townhouse and at his country house. He may provide the Society access to rare
Midvale or difficult-to-access works (and this provides an associated clue).
Mrs. Fanny Mrs. Larey is prominent and wealthy. She can bring a powerful person to dinner
3
Larey at Rose House or get the Society an invitation to company among London's elite.
Professor
Williams
Yarborough
3
eProfessor Yarborough is an authority on the secret and occult history of England.
He knows where enchanted objects and ensorcelled weapons are hidden.
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· Rose House Expands ·
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discovered facilities, which are waiting to be discovered.
those found elsewhere as in castle Gyllencreutz or
Temporary Facilities Ravnholm estate. Small facilities are less efficient until the
Temporary facilities are a type of facility which is set Society is able to expand and upgrade them to fully
up only temporarily and it does not have the same benefits functional facilities.
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as a permanent facility. Rose House has three small facilities.
Temporary facilities are low cost, but the effect is
The Small Armory
short-lived. When a temporary facility has been brought
A small collection of firearms and handguns stored in
into play, it can be is upgraded to a permanent facility, but
wooden cabinets equipped with padlocks.
while being rebuilt it cannot be used.
PREREQUISITE: Available from start
Rose House has three temporary facilities.
COST: 0
Temporary Gymnasium UPGRADE: Can be upgraded to Armory for 4 points if
Hawkins has pushed the furniture aside in the Lounge, the Society brings home at least two availability 2
put up mats and removed vases and other fragile items. weapons.
PREREQUISITE: –
COST: 1*
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TEMPORARY: By paying the COST, the Society can
make use of the Gymnasium for single scene. While doing
FUNCTION: A character can bring a weapon or armor
during the preparation phase. There is a 50% chance that
the item is availability 1, and a 50% chance of an availability
2.
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this the Lounge cannot be used. The Small Stable
UPGRADE: Can be upgraded to Gymnasium - the
A small annex to the main building with space for a
COST is 3 and until the end of the next mystery the
single carriage and housing a couple of horses.
gymnasium cannot be used as it is under construction.
PREREQUISITE: Available from start
FUNCTION: Same as Gymnasium.
COST: 0
Temporary Infirmary UPGRADE: Can be upgraded to Stable for 2 points if
Hawkins furnishes a guest room to a temporary hospital. the Society brings home a horse from a mission.
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From a well-maintained depot he picks up alcohol, gauze and ASSET: The characters can bring up to two Weak
other basic remedies to treat wounds and diseases. Horses for availability 1 per piece.
PREREQUISITE: –
The Small Map Room
COST: 1*
In a corner of the library is a section with a globe, several
TEMPORARY: By paying the price, the Society can
books on maps and geography, and a modest collection of
make use the Infirmary for single scene.
maps.
UPGRADE: Can be upgraded to Infirmary – the COST
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PREREQUISITE: Library
is 4 and until the end of the next mystery the Infirmary
COST: 0
cannot be used as it is under construction.
UPGRADE: Can be upgraded to Map Room for 3 points
FUNCTION: Same as Infirmary.
if the Society brings home maps and geographic material
Temporary Shooting Range from a mission.
Hawkins has cleared part of the cellars, set up hay figures FUNCTION: There's a 50% chance that a character can
as targets, and screens to avoid making too much noise. get an extra Advantage before a mystery: Excerpt from old
PREREQUISITE: – map.
COST: 2* (up to 3 times)
TEMPORARY: By paying the COST, the Society can
make use of the shooting range as an ASSET before a
mission.
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· Rose House Expands ·
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and are marked in gray. other signs have been shifted. A thin layer of gray dust covers
Rose House has six established facilities. most objects. There is an inexplicable smell.
Library PREREQUISITE: Available from start
Decoratively carved bookshelves stand side by side. On COST: 0
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their gable pieces are engraved Latin quotes from Roman and FUNCTION: At the beginning of a mission, one
Greek thinkers painted with gold. Row upon row are carefully character may attempt to search the museum collection
placed leather-bound works. Some more worn than others. for a usable item. Make an INSPIRATION TEST. If 1-2
Between the shelves are filing cabinets with handwritten successes are rolled: an object from a similar case is found
journals and loose sheets with minute writings. – it is not quite right, but it provides a clue (GM provides
PREREQUISITE: Available from start a useful hint); 3+ successes: a relevant object is found,
Reference: Library (p.90) although it is not necessarily clear what it is to be used for.
Stable
Built in extension of the building's wing is the stable.
e There is room for carriages and stables for horses, and there
is accommodation for the coach and the apprentice.
OBS: Can be upgraded from small stable.
PREREQUISITE: Available from start
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Reference: Stable (p.90-91)
Wine Cellar
The air is cool. It is quiet. Shelf after shelf is half hidden
in the dark. On each shelf rest dark bottles under gray dust.
There is a dry aroma of wine.
PREREQUISITE: Available from start
COST: 0
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· Rose House Expands ·
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In glass cabinets are arranged rifles, in racks stand The walls are decorated with landscape paintings. A large
sabers while knives are mounted on the wall. Dutch wooden sideboard with neat carvings of dancing fey
PREREQUISITE: Resources 5 and Hunting Room and inlaid wood stands along the wall, and in the center of
Reference: Armory (p.89) the room is the dominant dining table with room for many
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Boathouse guests. There are extra chairs along the wall. An almost
The large wooden building is located on the quay with a unseen door leads down to the kitchen.
chute down to the water surface. Stacks of planks and barrels PREREQUISITE: Resources 5 or Socialite
of tar surround the boathouse. Inside on the walls hang tools, COST: 4
one more specialized than the other to build boats with, and FUNCTION: At the beginning of a Mystery, one
the center is dominated by a stand on wheels, which holds a character can make an OBSERVATION TEST. If it is a
boat up. success, then there is a visitor providing a clue. If the test
PREREQUISITE: Boat Workshop or Headquarters at fails, the visitor requires time and assistance, and the
the harbor (Rose House is considered at the harbor). character fails to pack a piece of equipment (the game
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COST: 4 (can be acquired up to 3 times)
FUNCTION: For every additional time boathouse is
purchased, the Society's river boat or sailboat is upgraded
with a step from poor to well-maintained to extraordinary.
master reveals on arrival which piece of equipment the
character has forgotten - it cannot be a clue, memento or
equipment required to solve the case).
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ASSET: The Society has a poor sailboat. Gymnasium
NOTE: See the supplement Seafarers and Vaesen for Part of the stable has been converted into a gym with ribs
further rules on boats, facilities and sailing. along the walls, wooden booms, barbells and other modern
Butterfly House tools to keep the body fit.
From the conservatory, a pair of glass doors lead into a PREREQUISITE: (Small Gymnasium), Resources 4 or
round chamber with walls consisting of glass panels and an Athlete in the group.
heated by water pipes hidden in the floor. Moisture drifts Reference: Gymnasium (p.92)
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from the glass panes. Between large potted plants, colorful Hunting Room
swarms of butterflies flutter. Dark brown wooden cabinets with padlocks stand along
PREREQUISITE: Conservatory the walls. Between them hang hunting horns and stuffed
Reference: Butterfly House (p.89) animal heads staring silently out into the room. In the middle
Carp Pond is a pool table.
From the ceiling’s glass windows a soft light falls over the PREREQUISITE: Resources 4
Reference: Weapons Corridor (p.91)
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