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The Hunter’s Trophy England, 1926 Blackwood Hall is the home of the late explorer Sir Reginald Ashcombe. He returned from an expedition into the “Green Expanse”—a vast, largely unmapped rainforest somewhere in South America. He returned wealthy. Celebrated. Knighted. But never spoke publicly about his greatest discovery. Six months later the household was abandoned. No one has lived there since. Locals claim the estate is haunted. ⸻ The Expedition Thirty-six men entered the jungle. Only seven returned. Every survivor told a different story. One claimed they were stalked by tiny hunters. One claimed the trees themselves moved. One insisted they had walked in circles for weeks despite travelling in a straight line. One simply refused to speak again. ⸻ The Artifact Not a golden idol. Not a gemstone. A carved hunting fetish about the size of a clenched fist. Fashioned from an impossibly dark stone threaded with veins of green. It depicts no recognisable animal. Depending on who looks at it… …its posture changes. The carving always seems to be watching something just over your shoulder. ⸻ The Lost People The expedition journals describe them simply as: “Little Forest Men.” Roughly four feet tall. Lean. Silent. Covered in ash and dark pigment. They never attacked directly. Instead… They watched. Every campfire. Every river crossing. Every night. Always just outside the trees. The explorers fired dozens of shots. No bodies were ever found. ⸻ The Truth The “Little Forest Men” are not supernatural. They are descendants of an isolated human culture who have spent countless generations guarding the artifact. They understand one thing: Never let outsiders carry it away. Their ancestors learned the cost centuries ago. ⸻ The Curse The artifact is not evil. It is bait. It draws the attention of something that hunts by awareness. The more people know about it… The easier they are to find. This explains why the expedition slowly disappeared. Not because something killed them. Because each man became increasingly aware of impossible things. ⸻ The Haunting Inside the manor… Hunters appear. Tiny footprints in dust. Poison darts embedded in walls. Figures darting between furniture. Small silhouettes outside windows. The investigators naturally assume: “There are pygmies inside the house.” There aren’t. They’re seeing echoes left by generations of guardians who pursued the artifact across continents. ⸻ The Better Twist Halfway through the investigation… The investigators finally catch one. He’s real. Terrified. Starving. Old. He has secretly lived within the manor for decades. He followed Sir Reginald all the way back to England. Not for revenge. To continue guarding the artifact. He has spent thirty years trying to stop people touching it. Whenever someone enters the house… He scares them away. He is the “ghost.” ⸻ The Horror Eventually he communicates. Perhaps through sketches. Broken Portuguese. Fragments of English learned over decades. He says only: “Not us.” Then… “Hunter.” He points upward. Not at the ceiling. Beyond it. ⸻ The Real Monster The artifact attracts an ancient intelligence that does not travel through space in a conventional sense. It notices minds that have become “attuned” to the object. Once noticed… Reality begins changing around them. The little guardians are not protecting the artifact. They’re protecting humanity. ⸻ The Final Descent Beneath the manor lies Sir Reginald’s museum vault. Every trophy from the expedition remains untouched. Broken rifles. Maps. Hundreds of darts. Dozens of journals. Every clock stopped at the same minute. The final room contains the artifact. Around it… Hundreds of tiny footprints. None entering. Only leaving. ⸻ The Ending The elderly guardian begs the investigators not to destroy the fetish. Instead… He asks them to take it home. Not to England. Not to a museum. Back into the forest. Back to the place where no one remembers it exists. As he says: “Stone is not prison.” He looks toward the darkness gathering around the windows. “Stone is door.” · Medium · Medium

Blackwood Trophy Vault

Every trophy watches the door, and something beyond the world is watching back.
Rooms
9
Foes
14, CR 1/8 to 5
Traps
6
Treasure
11 items
123456789Entrance
Select a room on the plan to open it.

The party is in

1. Dusty Receiving Stair


Seen


Something wanders by


At a glance

The threat

The central danger is the ancient intelligence drawn by the hunting fetish.

Wandering monsters (1d4)

  1. 1

    1d4× Guardian EchoesCR 1/2

    When: The party discusses the fetish, disturbs expedition records, or splits up in the corridors.Small guardian figures flicker at corridor edges, leaving footprints or a single dart after vanishing.
  2. 2

    Rogue Trophy BeastCR 1

    When: A display case is opened, a rifle is fired, or loud movement occurs near the archive.A reanimated jungle specimen stitched from fur, wire, and rotten stuffing prowls between display rooms.
  3. 3

    1 manifestation× Hunter's AttentionCR 2

    When: A character stares into a mirror, describes the impossible geometry, or says the fetish's name repeatedly.A patch of darkness moves against the light and briefly borrows the voice of a party member.
  4. 4

    2d6 swarms× Green Dust MothsCR 1/4

    When: The vault door opens or the party carries the fetish through a corridor.A silent swarm of pale moths carries flakes of green dust from the deeper vault and gathers around anyone who has seen the artifact.

Rooms

9
1

Dusty Receiving Stair

2 foes1 traptreasuresecret

What they see

Read aloud

A concealed stair descends from the trophy gallery through cramped brickwork into a receiving passage. Dust lies thick over crates of plaster casts and faded jungle specimens, but fresh tiny footprints lead toward the museum level.

Features

  • Hidden entrance behind a rotating rhinoceros trophy
  • Wall hooks holding obsolete lanterns and expedition coats
  • A brass bell connected to the abandoned manor above
  • Faded labels in Ashcombe's handwriting

What the GM knows

Monsters

2× Forest Guardian EchoesCR 1/4

Echoes of small ash-covered hunters flicker at the edge of vision, never fully occupying the same place twice.Tactics. They distract and separate intruders, appearing behind characters who speak about the fetish. They vanish when directly confronted, leaving a dart or footprint behind only if ignored for a round.

Traps

Receiving Dart RackDC 13 piercing damage plus poison damage

A pressure plate beneath a specimen crate fires three antique darts from holes in the brick wall.Disarm. Weight the plate with a crate, then jam the spring-loaded dart tubes with a metal rod.

Treasure

Master Service Key25 pounds sterling

A silver service key bearing the Ashcombe crest, useful for opening the archive and antechamber doors.
Room secrets · GM only

Notes

The echoes are not real creatures and should not become a routine combat encounter. Careful characters notice that the footprints point away from the stair, suggesting something fled upward long ago.

4 doors: W (normal), N (secret), E (locked), S (normal)

The place

What it is

Beneath Blackwood Hall lies the abandoned expedition museum vault, reached through a concealed stair beneath the trophy gallery.

Atmosphere

Cold dust, wet stone, and the sweet chemical stink of old preservative fill the lower level.

The threat

The central danger is the ancient intelligence drawn by the hunting fetish.

History

Sir Reginald Ashcombe built the museum vault beneath Blackwood Hall after returning from South America in 1925.

Rumors

1d5
Roll a rumor

  1. 1Sir Reginald's clocks all stopped at the same minute, even though the house still had power.
  2. 2A little man has been seen at the manor windows, but no footprints lead to or from the estate.
  3. 3The explorer returned with seven survivors, yet only six were ever named in the newspapers.
  4. 4Gunshots and tiny whistles sometimes come from beneath the trophy gallery after midnight.
  5. 5Ashcombe's most valuable discovery was never placed in the museum catalog.

Plot hooks

4
InvestigationThe Last CatalogueThe 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.From: Miss Elspeth Vale, solicitor for Ashcombe's distant heirsReward: A sealed expedition journal, a substantial fee, and legal claim to any harmless historical materials
Moral dilemmaThe Uncatalogued IdolA museum curator wants the famous hunting fetish secured for study, unaware that her request has already drawn the hunter's attention to Blackwood Hall.From: Dr. Miriam Sloane, curator of the British Museum's South American collectionReward: Expert support, rare archaeological contacts, and a choice of protective equipment
RescueThe Ghost in the WallsA 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.From: Constable Arthur Bell of the nearest villageReward: Official access to the estate and protection from prosecution for trespass
ExpeditionStone Is DoorThe party must return the fetish to the Green Expanse while avoiding any public discussion of its shape, history, or location.From: The elderly guardian, communicating through sketches and broken EnglishReward: The guardian's carved map, a blessing of safe passage, and the chance to close the doorway

Corridors

4
  • Receiving corridor and stair landing

    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.

  • Between the trophy archive and flooded specimen room

    Framed expedition maps slowly realign when no one is looking, changing the route of rivers and placing Blackwood Hall inside an unmapped green region.

  • Behind the refuge and warded antechamber

    Narrow service crawlspaces run behind the walls. Some contain old food tins, dart shafts, and charcoal sketches of the hunting fetish.

  • Deep level near the vault antechamber

    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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