The House That Watches
Act III of the campaign The Oath of Cendrelac. You were told the manor was a ruin. Every window is lit, and the door opens before you can knock.
- System
- Compatible with 5e (SRD 5.1)
- Players
- 4 to 6
- Duration
- 5 to 7 hours
- Level
- Level 5
Down in the villages, they will tell you Sombreval Manor is a ruin. That the House died out a century ago, in a single night nobody cares to talk about, and that nothing is left up there but collapsed towers, ivy and cold stone. The heroes ride up at dusk expecting dust and a few skeletons.
What they find is a manor untouched. Gardens clipped to the inch, with no tools and no gardener in sight. No birds, no insects, no wind in the trees. And in every window a warm, golden, wavering light: candlelight, the light of a lived-in house. Before they even reach the gate, the great door swings open.
"Visitors at last. We had stopped hoping. Come in, come in: night is falling, and the road is not safe after sundown."
This third act is not a dungeon. It is a trap, and the trap is called hospitality. A crackling fire, a family receiving guests, a dinner too fine to refuse, hosts who are charming and cultured and full of questions about the world outside. For hours, nothing happens. Nothing visible. Only details: a glass raised to the lips and always set back down full, a mirror reflecting the whole room except one person, a boy of fourteen who speaks of a storm eighty years old as though he had stood in the rain.
Slow gothic horror, where the unease builds long before the first roll of the dice, and where the players work out for themselves what they agreed to when they crossed the threshold. There is something beneath the house, and the descent changes everything: down there, the horror turns physical. At the end waits a choice with no right answer, one the campaign will remember to its final act. Plays on from Act II, The City of Masks.
What the manuscript contains
- Complete act in six scenes, fully laid out and ready to play
- A manor across three levels, from the lamplit drawing room down to the catacombs
- Four hosts in detail, with their voices, their habits and the one thing that is wrong with each of them
- A long dinner scene playable without a single dice roll
- Full stat blocks for everything that can go wrong
- A closing dilemma with three outcomes, no right answer, and consequences for the rest of the campaign
- A recurring non-player character, with an ally profile for the later acts
- Gamemaster advice on pacing, tone and impatient players