Battlemap
Blackwood Trophy Vault
Every trophy watches the door, and something beyond the world is watching back.
Beneath Blackwood Hall lies the abandoned expedition museum vault, reached through a concealed stair beneath the trophy gallery. Its rooms preserve the evidence of Sir Reginald Ashcombe's disastrous return from the Green Expanse, while the deeper passages distort around the dark hunting fetish he brought home. The haunting is an investigation into fear, memory, and a guardian who has spent decades keeping the artifact from human attention.
Cold dust, wet stone, and the sweet chemical stink of old preservative fill the lower level. Weak electric bulbs flicker over brass plaques and dead jungle specimens, while distant clicks resemble insects or tiny footsteps. In the deeper passages, angles seem subtly wrong, voices arrive from the wrong direction, and staring at the fetish makes the air feel crowded.
☠ Threat
The central danger is the ancient intelligence drawn by the hunting fetish. It has no stable body and attacks by making aware minds notice impossible details, then altering distance, memory, and geometry around them. Its approach manifests as missing seconds, duplicated rooms, silhouettes beyond windows, and thoughts that seem whispered by something standing just behind the listener. It cannot be fought normally, but attention strengthens its presence.
History
Sir Reginald Ashcombe built the museum vault beneath Blackwood Hall after returning from South America in 1925. He displayed trophies, maps, weapons, and specimens from an expedition of thirty-six men, but concealed the carved hunting fetish in a warded circular chamber. The seven survivors gave contradictory accounts, and within six months the household vanished. The level was sealed, though one guardian remained hidden inside.
Encounter Table
CRSmall guardian figures flicker at corridor edges, leaving footprints or a single dart after vanishing.
A reanimated jungle specimen stitched from fur, wire, and rotten stuffing prowls between display rooms.
A patch of darkness moves against the light and briefly borrows the voice of a party member.
A silent swarm of pale moths carries flakes of green dust from the deeper vault and gathers around anyone who has seen the artifact.
Rumours & Whispers
Sir Reginald's clocks all stopped at the same minute, even though the house still had power.
A little man has been seen at the manor windows, but no footprints lead to or from the estate.
The explorer returned with seven survivors, yet only six were ever named in the newspapers.
Gunshots and tiny whistles sometimes come from beneath the trophy gallery after midnight.
Ashcombe's most valuable discovery was never placed in the museum catalog.
Quest Hooks
Quest giver: Miss Elspeth Vale, solicitor for Ashcombe's distant heirs
The investigators are hired to recover Ashcombe's journals before the estate is demolished, but every page removed from the vault leaves a fresh footprint pointing deeper below.
A sealed expedition journal, a substantial fee, and legal claim to any harmless historical materials
Quest giver: Dr. Miriam Sloane, curator of the British Museum's South American collection
A museum curator wants the famous hunting fetish secured for study, unaware that her request has already drawn the hunter's attention to Blackwood Hall.
Expert support, rare archaeological contacts, and a choice of protective equipment
Quest giver: Constable Arthur Bell of the nearest village
A frightened old man is seen entering the abandoned manor at night. The investigators must find him before local police or a gang of trophy hunters do.
Official access to the estate and protection from prosecution for trespass
Quest giver: The elderly guardian, communicating through sketches and broken English
The party must return the fetish to the Green Expanse while avoiding any public discussion of its shape, history, or location.
The guardian's carved map, a blessing of safe passage, and the chance to close the doorway
Corridor Notes
Mud-dark footprints, each no larger than a child's hand, appear in dust beside ordinary boot prints. They stop at walls and resume several yards away.
Framed expedition maps slowly realign when no one is looking, changing the route of rivers and placing Blackwood Hall inside an unmapped green region.
Narrow service crawlspaces run behind the walls. Some contain old food tins, dart shafts, and charcoal sketches of the hunting fetish.
Sightlines through intersecting corridors never agree. A door seen at the end of one passage may be beside the viewer when approached.
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