Beruflich Dokumente
Kultur Dokumente
Forward
House of the Dread follows a group of would-be ghost hunters as they are invited
to a home in the Pacific Northwest in 2005. The emailed invitation asks them remove a
ghost inhabiting the home for a reward of $5,000 though each character has their own
motivation about the real reason they came. Over this short campaign players will face
death, and some might even walk away. Others will become Ghosts themselves, or
worse.
Dread is a fantastic RPG where the players do not use traditional dice or stats to
account for their success in actions, instead everything is based on pulls from a tower of
wood blocks (commonly called Jenga). If a player successfully pulls from the tower their
action succeeds (you ran away from the enemy), if the player refuses to pull from the
tower their action fails (you trip as the enemy approaches), and if the tower ever falls
that character dies (the enemy catches you, and performs unspeakable horrors).
The whole session is meant to be played in 3 hours, including a short time for
character creation, and in this document you will find everything detailing how to Host
the session, printouts for the players, and ways to customize and further detail your
campaign. Section 2 focuses specifically on the replay-ability of this campaign, and how
you can use this basis to create a different story every time you play not just based on
the players choices but also the needs of characters, the kind of threat players are under,
and how they might overcome that threat.
Due to the tight pacing of this narrative many of the players decisions will be
limited, and advanced players or people familiar with Dread may opt to take a more
liberal approach to this campaign: good! If you have a stand-out experience with this
campaign please let me know, I’d be happy to hear any feedback at
spaxton0492@gmail.com
List of Contents
Section 1: Quick Reference & Campaign Events
Before we Begin
Character Creation
Role Playing & Taking Notes
Act I: The Plea
Opening Statements
Location: Driveway & Garden
Character: Scruffy
Indictment
Character: Kate
Location: Foyer & Living Room
The Witness
Character: Lucy
Location: Dining Room & Kitchen
Recess
Act II: The Trial
Evidence
Location: The Basement
Location: Upstairs & Study
Habeas Corpus
Event: Meeting the Secondary Antagonist
Characters: Edith & Zach
Deputy’s Statement
Character: Deputy Quinn
Location: The Attic
Collateral Damages
Act III: The Verdict
The Appeal
Location: Secret Passage
Character: Father McKinnon
Judge, Jury, and Executioner
Wrapping up the Sub-Plot
The Defense Rests
Section 2: Replaying & Modifying the Campaign
Broad Strokes vs. Details
Wounds, Menaces, & Initiative
Re-Rolling Characters
Locations & Opportunities
Section 3: Ideas for Details
Themes & Motifs
Example Scenes
Minor Interactions
Timeline of Events Past
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airbags to deploy and for all the cars to be Location: Driveway & Garden
crunched together. Pulls: Any player that Description: Up the winding dirt
chose to stay in the car will have to pull to driveway the trees and hills obscure any
remain conscious, and gains the wound “Just view of outside the property. 10 minutes
a Scratch”. from SR 14 road all the players’ cars are
Scruffy gets out of the car and in a tight line. Dirt gives way to gravel as
mumbles a slurred “sorry” before he fast- the sweet aroma of flowers signals the
walks into the garden, avoiding players’ transition from trees and bushes to a
gazes and taking a swig from a flask. If garden. You roll down the window to get
players choose to interact with him they can a better look when something rotten
learn his basic story, though he encourages wafts into the car on a chill wind – you
them to get their information from Kate pass a Well made of old stones and
inside the house. “I’m just a groundskeeper, I weathered wood, covered in vines. The
didn’t ask you to be here.” If players press garden wraps around and behind the
him they can get the full story of what house.
happened (see event The Witness) but he Connections: Driveway connects to
won’t give it lightly. If players choose to Garden and the Front Porch of the
threaten Scruffy then he will pull out his house. The garden connects to the
Weapon to indicate that he won’t be toyed driveway, the Basement through a
with. He leaves the party to attend to his broken window, and the Dining room
work, players can continue to interact with out back of the house.
him, but he will be mum about his direct past Structures: There is a tight line of cars
and his involvement in the incident. in the driveway and the Garden has the
Intensity: 1-2 Well about 20 meters from the house.
Possible Pulls: Staying in the car, trying to
recover from whiplash from the crash,
fighting Scruffy, trying to get more information from Scruffy (investigation or
persuasion)
Choices: How much information to try to get from Scruffy, whether or not they get the
Invitation from Scruffy or Kate
Character: Scruffy
Description: Scott “Scruffy” Denton has been the groundskeeper for Edith and
Zachary Jackson since the late 1960s. He lives “right down the road” and runs a auto-
shop close by. He still cares for the grounds in his spare hours after their deaths. He
has short, brown hear that is greying at the temples and an unkempt beard. His blue
overalls have the name “Scruffy” stitched into them.
Motivations: Superstitious, believes that the house is haunted by the “spirits of the
un-dearly departed” and he refuses to go inside Secretly he was the lover of Zach,
Scruffy stays on the property to help Zach’s Ghost find rest.
Skills/Starting Items: Weapon (Knife/Axe/Gun), Flask, Can feel Zach’s Ghostly
presence
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Character: Kate
Description: Kate Jackson owns the house and has been living here for almost 6
months. Kate’s parents lived here, but died and she was put in foster care. Kate
married Jason Chou after their daughter, Debra, was born. Kate has dark skin and
hair, you can see a pack of cigarettes in her jacket, and right now she wears yoga pants
with a metal square strapped to her right ankle. Secretly Kate and her husband
robbed a casino at a local Native American Reservation to pay for her husband’s
mounting gambling debts, Jason got away but Kate was caught. After her trial Kate
filed for a divorce, but Jason is still watching over Debra every other week.
Motivations: Wants peace in her home, wants Debra to be safe, has poor impulse
control, and she doesn’t want to talk about what happened to her parents.
Skills/Starting Items: Cigarettes & Lighter
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The Witness
The overarching goal comes from either Location: Dining Room & Kitchen
Kate or Scruffy, and depending on who Description: Through double doors at
they get the goal from they will be the far end of the living room sits a squat
implored to do things a little differently. dining room in the corner of the house.
In both cases they will describe how the Tall windows allow anyone to see out into
house has always been creepy - Doors the garden, or walk onto the porch out
slam, glass frosts in strange ways, back. Along the inside of the dining room
sometimes you can hear the radio turn to is a row of bookshelves, only the Harry
the Sunday night sermon even when no Potter series (the most recent, the Half-
one else is home – but in particular Blood Prince) aren’t covered in dust. There
players will hear the events of last week. is a swinging door that leads into the
Paramedics came and took the body, but kitchen. The long counter and deep
were unable to determine the cause of farmhouse sink are full of dishes, pizza
death. They know it wasn’t murder, but boxes, and delivery Chinese which is
the Deputy questioned both Kate and beginning to stink. Mounted by the door is
Scruffy for details. a telephone whose cord falls to the floor,
When they hear the story so long it can reach the door to the
from Kate: It will be personal, from her basement.
point of view how she was cooking Connections: The Dining Room
dinner with her daughter Debbie and the connects to the Living Room, the Kitchen,
delivery guy from a Chinese place in and the Back Porch to the garden, and the
town showed up uninvited. After being Kitchen connects to the Basement.
invited in, he dies mysteriously (use Structures: Glass Doors and windows
motivations/motifs of Secondary line the Dining Room, and there is a
Antagonist & Father McKinnon) but Library of books on the other side of the
Kate is convinced that her long- Dining Room table, in the Kitchen there is
disappeared sister was the one that did a Telephone
it. Qs: Ultimately Kate wants Lucy’s
ghost to be rid from the house, which is why she put out the advert, then she asks how
the party plans to do that.
When they hear the story from Scruffy: Scruffy is more detached and
nostalgic, he will first talk about first working at the house and the strange occurrances
(use motivations/motifs of Secondary Antagonist & Father McKinnon), and then talk
about how it stopped when Lucy disappeared and the family left. Since Kate has been
back things have gotten weird again, and last week Scruffy was working late when he
saw an ambulance take a body from the house. Qs: Scruffy believes that Lucy’s ghost is
still here, and he asks the party to put her to rest – no matter what Kate will pay them to
do – and asks if the party will try to help her.
Intensity: 1-2
Possible Pulls: Trying to get more information from the person, trying to remember
exactly how to excise or help a Ghost (depending on profession), or trying to catch the
person in a lie
Choices: Both Scruffy and Kate will ask the players to agree to help Lucy in a specific
way (excise her from the house, or help her to move on) once the group agrees to a
course of action then the character that gives The Witness will be the one to die in Act II,
make a note of who this is.
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Character: Lucy
Description: Lucy Jackson will be met wherever a player decides to investigate first
without the majority of the group. The young girl is playing with a toy (truck, ball,
stick, cell phone). She sits on the ground playing and not looking up. She is shy with
answers, and won’t answer directly but looks like Kate’s daughter, Debbie. She wears a
grey dress with white embroidery along the skirt, her dark hair is pulled tightly back
She will ask for people to play with her, and then hide (in the well?) – if she is the
antagonist she make “play” war and attack them.
Motivations: Does not want to acknowledge her death, but she is always drawn back
to the Well in the garden (or her resting place)
Skills/Starting Items: Can manipulate light and sound to make players hallucinate
Possible Pulls: If the player mentions the Well or Ghosts specifically Lucy will get
scared and run away, if the player tries to follow they might lose her or trip and get
hurt
Recess
After the Witness (with a short time to investigate, or Kate can tell give the Invitation
during dinner) Kate invites everyone into the dining room for some pizza. A young man
(too young) pulls up to the house in a rusty Geo and gives Kate the delivery. Kate admits
that she’s not much of a cook, and only ever tries when Debbie is around, but this week
Debbie is staying with her father after the horrifying events of last week. Use this time to
allow the players a few extra pulls to investigate before the end of the act, but we want to
end on something of a cliffhanger.
The act ends with a question – when a player asks a vital question we can end in a
few different ways: the lights flicker/a cold breeze comes from the outside/everyone
begins to feel drowsy (insinuate that the pizza or drinks may have been drugged)/the
sun sets too early, too quickly/there is a thunderous crash and players are knocked
unconscious. It’s important to note that most players will have to pull just to not be
injured in this event, and elective pulls can give them more information about what’s
going on (see Motifs and Themes).
Their eyes close as Kate says “No! You can’t get everything you want!” If a player
pulls to stay awake they see the glass windows of the Dining Room frost over from the
bottom, as the room seems to get darker. From outside you hear Scruffy yell “Kate!
Behind you!” and as she screams the whole room goes black.
Intensity: 2-3
Possible Pulls: All players will have to pull from the tower or suffer damage, players
can have elective pulls to stay awake longer and see if they can gain any more
information
Choices: Try to get players to reveal their motivations, use their skills to gain
information and come up with a plan to find & help Lucy
Go ahead and take a break between acts, play a song, let the players grab a snack or
use the bathroom. The looming question of what they will wake up to and talking
out-of-game will help heighten the anticipation. Chill yourself, grab a drink, and get
ready for the next Act.
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the players try to assist him they may trigger a Location: Upstairs & Study
meeting with Father McKinnon, if they attack Description: The upstairs
him he will retaliate. If he is the secondary begins with a balcony overlooking
antagonist he will prevent them from leaving the the entrance, then there is a large
house by attacking them with plants or other hall with 2 bedrooms to the left
natural forces. and a bathroom separating them.
Edith: If the player fiddles with the One bedroom is utilitarian with
furnace they'll hear Edith and her chair asking only dishes decorating it, the
them to "turn up the heat, my bones are cold", if other is clearly a little girl’s room.
they don't they will be branded a Trespasser as Farther down the hall there is a
they try to escape the basement. If she is the bedroom that has been converted
secondary antagonist she will try to force the into a Study. In the middle of the
party to leave, setting fire to their things and hall is a rope that pulls down
trying to stab them. dusty stairs.
Lucy: If the player angers Lucy, or if they Connections: The upstairs hall
try to follow her when she runs away they may has a stair that connects to the
have to save themselves from physical harm by Foyer entrance, and at the other
pulling from the tower. If Lucy is the secondary end of the hall there is a pull-
antagonist then she will want to “play a game” down set of stairs that leads to the
with the party by separating them visually Attic
(different rooms, can’t see through the darkness) Structures: There is a large tub
or vocally (too far to hear one another, won’t between the bedrooms, and an
respond to calls) and lure someone to the well. old dial-up computer in the Study
Intensity: 2-4
Possible Pulls: If a player dies then others can
pull to investigate cause, or they may be forced into the same circumstances, at the very
least a player is wounded, players can try to attack the secondary antagonist or they may
get attacked when around them, players can also pull to try to communicate with the
Secondary Antagonist (Séance, using the Recorder) and get a response
Choices: Level of efficacy against antagonists, some are more effectively dispatched
and require fewer pulls (Zach: Exorcism/ Edith: Burning/ Lucy: Hallowing), where they
find the body
Character: Zach
Description: Zachary Jackson is no more than a ghostly apparition that appears in
the garden wearing torn clothing, murdered by his wife Edith when he was stabbed to
death repeatedly and had his throat slashed, Kate & Lucy's Father, Scruffy's secret lover
Motivations: Wants to keep Scruffy safe, and get revenge on Father McKinnon
Skills/Starting Items: Power over the grounds & plants, poltergeisty
Character: Edith
Description: Edith Jackson is a voice and presence that prefers to stay in the
basement, shot to death in the foyer by policeman after she went “mad”, Zach's Wife,
secretly she was possessed by Father McKinnon's when she murdered Zach
Motivations: Wants Zach to suffer, wants trespassers to leave her home
Skills/Starting Items: Manipulates fire and darkness to strike fear
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Deputy’s Statement
As soon as the body is revealed and the supernatural is Location: The Attic
at it’s worst there is a loud banging at the front door. Description: Almost a crawl
Players should look at each other in confusion, space in some areas, dust fills
questioning what they should do, when a voice cries the air and you can taste moth
out “Open up! This is the police!” Deputy Quinn balls as you move into the Attic.
received a tamper warning from Kate's leg brace and is There is a window on the far
here to investigate. She knows Kate, and is worried for edge that overlooks the roof and
her safety when she sees this group of strangers in her provides some view of the
home with no power and no explanation as to what is Garden below.
going on. Connections: The Attic can
Qs: What do you tell the deputy? Do you show only be accessed by the stair
her the body, even though you have no alibi for the from the upstairs hall, but
past few hours? How do you explain your presence in players can squeeze through the
the house, when you don’t have a copy of the email window to get onto the Roof
advertisement and Kate cannot verify you were with some difficulty
invited? This event is all about making the players Structures: The attic is empty
question their actions and motives – and how those except for cobwebs of spiders
actions and motives would be perceived by the and a solid-wood Wardrobe in
authorities. Especially Deputy Quinn who will take the middle of the room
offense to any jokes and, although patient, will not
hesitate to try to arrest any and all of the players if they do not comply in helping her
find Kate and whomever murdered the body they found just moments ago.
Intensity: 2-4
Possible Pulls: More of an RP break, if the players try to leave via the cop car it will
blow up - pull for dodging, attempting to force Quinn to do anything, trying to lie to the
Deputy, or for attacking her (some parties will try)
Choices: How to act around Quinn (Try to Leave/Try to get her to Leave/Get her to
help), Possession/Killed (Quinn's car explodes w/ her in it/Quinn dies & corpse comes
back/Quinn gets possessed)
Character: Quinn
Description: Deputy Quinn Marie Williams is the youngest of 5, and the first to go
into Law Enforcement in the small town of Pleasantville. Most of her experience has
come from watching CSI and Law & Order, but she refuses to be seen as a joke
Motivations: Wants respect, wants to be a detective, wants to find Kate
Skills/Starting Items: Flashlight, Gun, Walkie-Talkie
Collateral Damages
While the party is debating with the deputy, force their hand to action (not simply
talking here!) by possessing one of the characters. If a player gets possessed then give
them the “Possessed” menace (See section 5 Printouts) and describe the dark shadow
that crosses into them as seen from the eyes of any Psychics or Priests in the party. If the
party is small, or if someone has already died, then Deputy Quinn is more likely to get
possessed; her demeanor changes, and her motivations becomes that of her possessor
(Secondary Antagonist / Father McKinnon). The possessed will try to attack a player
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Force players to choose with every action, and give them direct consequences (a
possessed Kate is clawing at your Priest, do you try to restrain her or perform the
Exorcism yourself?). See Broad Strokes vs Details and Themes & Motifs for more
information on ideas of things to throw at the players in this volatile event. Qs: After
you begin the exorcism you begin to feel a rope tightening around your neck, do you
continue or try to address the threat? While burning Father McKinnon’s corpse with
gasoline from Scruffy’s truck you see a flaming figure stand up, it’s Edith and she’s
screaming for you to get off her land; do you run or do you try to make sure the bones
are burned completely?
Intensity: 5
Possible Pulls: Exorcism, hallowing the ground, burning the bones, or moving the
body off the grounds, all of which will be against the wishes of at least one ghost,
confrontations with Father McKinnon, finding the Secret Passage
Choices: If the players are successful in defeating Father McKinnon (Y/N), Subplots
wrap up neatly/Party is haunted, if players prioritize helping Lucy or just try to escape
At the beginning of the game everyone gets a Menace, a card that will make the game a
little harder or a little different for every player. Most of the cards are self-explanatory,
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but it will be the responsibility of the Host to keep Death is not the end, when
track of who has what and how often the Menace players die it’s not for good.
comes up during the game. Menaces can be Face- They keep their Initiative and
Up or Face-Down when they are first given to the continue playing, but their
player, and it says at the bottom right how to abilities have now changed and
place your card. Menaces can be revealed if it will be more at the discretion of
says so at the bottom right and another player the Host. When a player knocks
uses their action to investigate them or the player over the tower give the player
chooses to reveal their Menace voluntarily. the 4 “Dead” Menace cards,
Sometimes only specific Professions or and have them draw one
Backgrounds can reveal the Menace to the rest of randomly. If the player is new
the party. Once a Menace is revealed it is Face-Up (or you just want to be nice) you
for the rest of the game. If the Menace is can have them choose what
Unrevealable, then the player will keep that secret kind of Dead they want to be.
from all other players, even if they are Rebuild the tower with 3
investigated. blocks taken out for every dead
player, and 3 blocks taken out
Each Specialty comes with a pre-set Initiative, for each Act that has passed.
and certain Menaces will modify a players Play resumes as normal.
Initiative (for better or worse) based on the
number at the top right of the card. The Host will want to make a note of each player’s
Initiative to keep track of who goes first during tense scenes. It is also useful to make
sure every player gets a chance to perform an action, though for many experienced RP
groups this is unnecessary much of the time. In Dread turn order can mean the
difference of pulling an easy block and dying, so some players will want to pad their
chances of survival with a high Initiative. Give players with the highest Initiative
hard choices, they know what they signed up for. When two players have the same
Initiative, even with the Menaces modifiers, go with the player whose birthday is coming
up next for going first.
Re-Rolling Characters
You don’t need to write new side characters or give them a different voice to make a
character new, you can even keep their appearance the same and completely change
their role in the story. For each major character I’ve added a box that you can make
notes on or in for changes you make.
Character: Pizza Delivery Kid
Description: Marc Rodriguez is 16 years old according to his drivers license, but
his Pizza Hut polo hangs on his 1.5 meter high frame like a flag. He looks 12, and the
large pizza boxes make him wish for a growth spurt any minute now.
Motivations: (Wants to get off work early to go on a date / wants Kate to give him
a bigger tip to buy a new video game / wants to help the party hunt ghosts)
Skills/Starting Items: Pizza, (Flashlight / Cigarettes & Lighter / Evidence of the
hidden history of the house)
Changing the description is easy, and can be done on the fly, but if you’re
preparing the campaign for changes I recommend giving the character new
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Motivations and Skills. You’ll find some suggestions in the main text, but here are
some further inspirations:
Take a Menace from the unused deck and give it to the character
Make them a Red Herring, with motive and opportunity to kill The Witness
Have the character commit a crime, and lie to the party about it
Make the character sound like a conspiracy theorist, but they’re right
Give the character an item the players need, but they want to keep it
Their primary motivation is to leave, and they want the players to help them
They can see the dead, and are secretly working with the Secondary Antagonist
Example Scenes
If you’re unsure of your ability to describe a scene or act as a character, here are some
basic examples from events in the campaign (without any modifications from the base
story). Go over them to get a feel for what a character might sound like, and the kinds of
details that bring a story to live – don’t just read this out loud to players – engage
with players directly and respond directly to their questions for the best experience.
Describing the Drive up to the House: As you pull up through the winding
dirt driveway the trees and hills obscure any view of outside the property. The drive
takes almost 10 minutes from the “main” road, all of your cars begin tightening in on
one another as you go deeper into the shade. Then dirt gives way to gravel and you can
smell the sweet aroma of flowers as the trees and bushes become a manicured garden.
The garden takes a while to drive through, enough time for you to appreciate the designs
of the hedges and the large blooming plants that dot a perfect scene. You roll down the
window to get a better look when something rotten wafts into the car on a chill wind –
you pass a Well made of old stones and weathered wood, covered in vines. Its disuse
sticks out in an otherwise picturesque scene. You follow the garden and come to a stop
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as it wraps around and behind the house, all of you park in a straight line, bumper to
bumper, as the driveway allows.
Kate being The Witness: This house has always been a little off, ever since I
lived here as a little girl. Doors slam, glass frosts in strange ways, sometimes you can
hear the radio turn to the Sunday night sermon even when no one else is home, but last
week something happened. I was here with my daughter, Debbie, and we were in the
kitchen cooking dinner when the doorbell rang. I went to the door and saw the delivery
guy, the one from Peking House in town, and I told him I hadn’t ordered anything
tonight but he didn’t talk. I invited him in for a glass of water, when he came into the
living room he fell onto the floor and just started bleeding everywhere.
I called 911 immediately, and the paramedics came, Debbie screamed so loud.
When the paramedics turned his body over, you could see his neck was pressed too
tight, bruised all up and down while he just kept bleeding. They took him away and that
new Deputy questioned me for hours, not that I knew anything. The paramedics said it
wasn’t murder, not by anyone without a noose anyways. After they left I looked at the
carpet and saw that the blood left a distinct word in the floor, “Lucy.” That was too
much, and I put out the invitation to you lot.
Lucy was my sister, and we lived here growing up, until one day she vanished. I
know that she’s still here, one way or another, and I don’t want Debra to grow up in a
haunted house. I don’t want her to take horror stories to school – I need you to get
Lucy’s ghost out of this house. However you do it, I don’t know, I just need to know that
she’s gone so we can rest at night.
Scruffy being The Witness: When I first started tending this garden, this
place was a paradise. Summers that shone down and winters with just the lightest
snowfall you ever seen. Edith and Zach were good people, and their daughters took after
Zach to play all day after doing their chores. Until one summer day, the older daughter
Lucy went missing. They had been playing out here in the garden just like always but
that night she didn’t come back to the house.
Edith went into a rage… the family, what was left of it, moved away but I stayed.
Since that day the house has been getting darker and darker. Doors slam, the glass frosts
in strange ways, sometimes you can hear the TV turn to the Sunday night sermon even
though the power’s not on. A chill wind comes from the house, and last week that wind
took a young boy into the house and never let him out. It was one of those delivery men
that Kate gets all the time, she invited him in and I knew something bad was going to
happen.
Next thing I hear is the sirens, police and paramedics show up and cart his body
out. He was all blue and twisted up, bleeding out of places where there weren’t any
wounds, and his neck looked like it had been put in a compressor. That night I saw her
again, Lucy, in the window of the living room. Kate doesn’t know what she’s doing
asking you here, but if you know what you’re doing at all I need you to help that little girl
move on. She doesn’t deserve to be stuck in that house, please help her to cross over to
the other side.
Meeting Lucy: As you investigate you hear the rolling of plastic wheels, when
you get closer to see a young girl with dark hair playing with a toy truck. She sits cross-
legged and rolls the truck on the ground saying “vroom vroom” almost like she’s
ignoring you. You ask her name and she says “I’m 8 years old and I love Harry Potter.”
At which point you assume that she’s Debbie, Kate’s daughter. She wears a grey dress
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with white embroidery along the skirt, her dark hair is pulled tightly back and she asks,
“Are you going to help my mom? She’s really worried about the house.” You respond
that you’re going to try, and wonder if she’s seen anything strange in the house. She
shakes her head violently, “Do you wanna play a game? Let’s play hide and seek! You
gotta cover your eyes like this” and she pulls your hands to your face, “no peeking!” You
can hear her giggle and track her footsteps as she goes under the bed/behind the
wardrobe/behind the well, and quickly count to ten. When you look for the little girl you
can hear her giggle still, but she’s nowhere to be seen, and another member of your
party comes to tell you that pizza has arrived.
Minor Interactions
If the player attempts to leave early they may see someone behind them
Car Mirrors in the mirror of the car, either Zach or Father McKinnon
If there is a Shiner have them see the results of Edith/Zach/Delivery
Guy’s death (blood on the floor) but force them to talk to Kate or Scruffy
Foyer for potential details as to events
As of Act II the fireplace will be smoldering, if a player tries to stoke it or
feed it the fire will greedily grab anything it can but the room will get no
Fireplace warmer
If the player uses the phone in Act I it will work normally, if they attempt
to use it to call for help in Acts II or III it will always respond "That
Telephone number is no longer in service"
The first time a player tries to use the computer they will see Father
McKinnon reflected in the dark screen, if they access the internet after
Act I the power will go out when the dial-up starts but the sound
Computer continues
When the players look at the painting different times the scene will
change and progress, mirroring the story the players believe happened in
Painting the past on these grounds
If a player takes a shower they may be assaulted by a spirit or spooped in
Showering the mirror & steam, depending on the necessary intensity at the time
If someone investigates the well early they will see a carved, crooked
spiral in the wood (if normal) or they will see a hanged body, badly
Well Vision decomposed, whose jaw unhinges as it looks at them
If players investigate the attic they will hear giggling coming from the
Wardrobe in wardrobe, where Lucy likes to play, they may meet Zach here, and the
Attic Wardrobe can be used to talk to Lucy
If a player mixes a drink they will notice something off in the swirling
liquid, upon looking up they will see a darkened figure trying to put a
Bar Mirror noose around their neck and drop the glass
20
Father Timothy McKinnon was lynched here, at his home - he was accused of
murder but claimed he did everything in the name of the Lord. The judge was
merciful, the townspeople were not. McKinnon's corpse was hung from the
well, and his bones were tossed down, condemning his body to unhallowed
1930s ground which he now seeks to use as punishment for evildoers
Early Edith and Zachary Jackson move into the largely abandoned house as a young
1960s couple, they have two daughters here - Kate and Lucy
Late The family hires a groundskeeper, Scott "Scruffy" Denton, who lives down the
1960s road - Scruffy and Zach begin having an affair
Lucy, at the age of 8 when Kate was 6, is playing outside one day when she falls
1971 down the well but is never found
Edith, mad with grief, grills Scruffy about her daughters disappearance and
learns about the affair - Father McKinnon uses her rage to give her
superhuman strength and helps her kill her husband Zach and maim Scruffy
Scruffy eventually restrains her, and the police arrive but she breaks from the
car and is shot dead on the premises, Kate is taken into child services and
Scruffy takes care of the grounds in his spare time
Kate marries Jason Chou and they have a daughter, Debra, they live in Idaho
2000s where Jason wracks up a large gambling debt
Kate tries to relieve their gambling debt by stealing an exuberant amount of
money from a Native American Casino with Jason, but the theft is botched and
Jason gets away, leaving her incriminated
Kates trial goes as well as can be expected, and she is placed under house
arrest - not wanting to spend any time with Jason she moves into her old
2004 family home in Washington and finds it haunted
Kate sends out an open invitation to anyone interested in ghosts or the
supernatural, hoping they will make her next 2 years in the house livable - or
2005 at least survivable