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Blackwood Hall

Recipe: Dungeon Floor

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Contextual Narrative

The Footprints That Fled the Vault

Beneath Blackwood Hall, the stone stairs descend into a museum no visitor was ever meant to see. Glass cases stand open beneath layers of dust. Broken rifles lean beside jungle maps, their inked trails looping back upon themselves. Every clock in the vault has stopped at the same minute, though some still tick when no one is listening. From somewhere beyond the walls comes the soft patter of small bare feet, always retreating, never approaching. The deeper chambers smell of damp earth, old preservative, and something green and living. Poison darts jut from plaster where no hand could have thrown them. In the margins of Ashcombe's journals, the explorers have drawn the same faceless shape again and again, each sketch placed farther from the campfire than the last. At the end of the floor waits a black stone fetish veined with green, surrounded by hundreds of tiny footprints that all lead away. As the investigators study it, the manor seems to become aware of them in return.

Sketch found in the guardian's refuge

Not us. Hunter. Stone is not prison. Stone is door.

Blackwood Trophy Vault
Dungeon

Blackwood Trophy Vault

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.

9Rooms
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The Hunter Beyond Attention
Enemy Presence

The Hunter Beyond Attention

An ancient intelligence that hunts minds after they become attuned to the dark, green-veined hunting fetish. It manifests through impossible perception rather than a stable physical body.

TypeAberration
HabitatThe sealed vault beneath Blackwood Hall, abandoned expedition camps, rainforest ruins, flooded galleries, and places where a forbidden artifact has been studied or displayed.
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The Ash-Watchers
Faction

The Ash-Watchers

Watch without wanting. Carry without knowing. Leave no door remembered.

Protective, communal, and disciplined rather than conventionally moral. The Ash-Watchers value preservation of human life over law, property, or individual freedom, and will deceive, frighten, sabotage, or imprison outsiders when necessary.Alignment
Hidden custodial culture and transcontinental guardian networkType
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The Ashcombe Legacy Circle
Faction

The Ashcombe Legacy Circle

What is discovered must be mastered.

Lawful opportunist with fractured moral loyalties. Publicly devoted to scholarship, national prestige, and the preservation of history. In practice, its members range from frightened custodians to imperial profiteers willing to endanger lives for fame, money, or control of the narrative.Alignment
Legacy network, expeditionary cabal, estate conspiracy, and patronage circleType
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Bundle Contents

06Items

Generated entities

Regional Effect

The Vault Notices

The deeper anyone investigates, the more the vault responds to their awareness. Names written in journals appear on walls, reflections move a heartbeat late, and corridors subtly alter when characters discuss the fetish or the Hunter.

Mechanic

Each character who studies the artifact, reads a full journal, or openly describes the Hunter gains 1 Awareness mark. At 3 marks, impose disadvantage on checks against illusion and fear; at 5 marks, the Hunter can manifest a personal hallucination once per scene.

Connections

Irami Kxurvát Némek

GUARDSThe Ash-Watchers

Irami Kxurvát Némek

KNOWS_THE_SECRET_OFThe Hunter Beyond Attention

Gareth Kettik

HAUNTSBlackwood Trophy Vault

Gareth Kettik

CREATED_AWARENESS_OFThe Hunter Beyond Attention

The Hunter Beyond Attention

HUNTS_THOSE_ATTUNED_TOThe Ash-Watchers

The Ashcombe Legacy Circle

PROTECTSThe Ash-Watchers

The Ashcombe Legacy Circle

OPPOSESThe Hunter Beyond Attention

Blackwood Trophy Vault

CONTAINSIrami Kxurvát Némek

Blackwood Trophy Vault

CONTAINSThe Ash-Watchers

Quest Objectives

Recover the artifact and the expedition journals from the museum vault before Ashcombe's former associates can remove them from Blackwood Hall.

The party gains the evidence needed to understand the curse and can decide whether to return the fetish to the Green Expanse or conceal it under the guardian's instructions.
The investigators learn that a private London collector is preparing to purchase Ashcombe's sealed expedition collection. If they delay, the collector's publicity marks dozens of new minds for the Hunter.

Find and protect the elderly hidden guardian, then communicate well enough to learn the meaning of his warnings: 'Not us,' 'Hunter,' and 'Stone is not prison.'

The guardian reveals the secret route, the carrying ritual, and the truth that the Little Forest Men are protectors rather than invaders.
The guardian is cornered or killed, leaving the party without the only person who knows how to move the stone safely. The vault's distortions intensify and the Hunter begins appearing in every reflective surface.

Reach the final chamber, resist the artifact's lure, and choose a method of containment or return that prevents the Hunter from fully crossing into the world.

The Hunter is denied a stable manifestation, the haunting recedes, and the party receives a dangerous but viable path to return the stone to the rainforest.
If the party treats the fetish as ordinary treasure or attempts to destroy it, one or more characters become permanently marked and the Hunter follows them beyond Blackwood Hall.
Blackwood Hall | Session Prep | CharGen