Skip to content
The scene
  • Bundle · Dungeon floor
  • 7 records
  • 3 Aug 2026

Blackwood Hall

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.”

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.

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

Sketch found in the guardian's refuge

Places1

Dungeon Level
Subterranean Museum Vault
Danger Rating
Severe, Escalating
Primary Threat
Awareness-Hunting Intelligence
Environmental Hazard
Reality Distortion and Toxic Vapors

People4

Creatures1

Treasure1

Hooks3

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

    If they succeed
    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.
    If they fail
    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.
  2. 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.'

    If they succeed
    The guardian reveals the secret route, the carrying ritual, and the truth that the Little Forest Men are protectors rather than invaders.
    If they fail
    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.
  3. 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.

    If they succeed
    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 they fail
    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.

The Vault Notices

Regional effect

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.

At the table

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.

More bundles from the community

Blackwood Hall | Session Prep | CharGen