TEXT: HOUSE
  GHOST
  
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  character names, places, and things are trademarks and copyright © 2005-2016 Wyrd Miniatures, LLC. The Malifaux game system is patent pending, 
  serial no. 12/821,427
  GHOST
  HOUSE
  
  Credits
  Lead Design
  Mason Crawford
  Writing
  Michael Edwards
  Creative Direction
  Nathan Caroland
  TTB Logo Artist
  Patrick Guinane
  Art
  Hardy Fowler & Bram Sels
  Graphic Design
  John Cason
  Editing
  Aaron Darland
  Playtesting
  Chris Budinger, Hayden T. Burns, Samuel E. Burns, Samuel 
  J. Burns, Streven Rault, Josh Thompson
  
  Introduction ...............................................................................................................4
  Adventure ........................................................................................................................6
  Prologue: The Flying Tiger .................................................................................................6
  Scene I: The Barrows ..........................................................................................................8
  Scene II: Harrod’s House ...................................................................................................9
  Main Floor ..........................................................................................................10
  Second Floor ......................................................................................................17
  Basement ............................................................................................................22
  The Attic .............................................................................................................24
  Conclusion ........................................................................................................................24
  The Haunted Condition (Reference Page)........................................................................25
  Fatemaster Characters ..............................................................................26
  Harrod Vertigan ................................................................................................................27
  Ghostly Cooks ...................................................................................................................28
  Stuffed Heads ....................................................................................................................29
  Malifaux Rats .....................................................................................................................30
  Rat King .............................................................................................................................31
  Possessed Equipment ........................................................................................................32
  Contents
  
  Chapter 1: Introduction
  introduction
  Unquiet spirits are a frequent problem in Malifaux, 
  particularly in the Quarantine Zone. This adventure 
  takes place in the Barrows, a region of the Quarantine 
  Zone containing many large, expansive mansions, 
  many of which are haunted by a handful of confused 
  or vengeful ghosts. Fortunately, the primary residents 
  of the Barrows are necromancers and Resurrectionists 
  who typically aren't bothered by a few restless spirits 
  wandering their halls at night.
  The most prominent mansion in the Barrows is the 
  infamous Barrows Manner, a broad building which 
  is hunched up next to an ominous clock tower. The 
  Barrows family are the namesake of the district, ever 
  since the days of the first Breach, when Maximillion 
  Barrows brought his entire family with him to Malifaux. 
  In the days since the Breach's reopening, Maximillion's 
  great-grandson, Alexander Barrows, returned to the 
  district and reclaimed his family's mansion for his own.
  The Resurrectionists who live in the Barrows due 
  so at the discretion of the Barrows family. Those 
  who attempt to settle in the stately manors without 
  Alexander's permission (and without paying the fee 
  that comes with that permission) are visited by the 
  family's mercenaries, none of whom care very much 
  about why their victims might be trespassing.
  The word of the Barrows family is law in the 
  district that shares their name, and most of the 
  Resurrectionists and outcasts who live under their 
  dubious protection prefer to deal with matters 
  themselves rather than turning to Alexander and 
  ending up in his debt.
  Thus, when it comes to minor problems such as 
  a haunted mansion whose spectral inhabitants are 
  being too loud at night, it's often better to seek outside 
  assistance rather than to turn to the Barrows family. 
  After all, residents who complain too much often 
  end up replaced with "more agreeable" neighbors...
  
  Player Name
  DestiNy stePs FulFilleD
  exP.
  GuilD scriP
  miGht
  DeFeNse
  iNtellect
  WillPoWer
  Grace
  Walk
  charm
  charGe
  sPeeD
  WouNDs
  cuNNiNG
  heiGht
  resilieNce
  teNacity
  skill
  physical
  physical
  mental
  mental
  av
  ratiNG
  asPect
  FateD Name
  curreNt Pursuit
  statioN
  Name
  sPecial
  av
  DamaGe
  raNGe
  tN
  caPacity
  reloaD
  Name
  sPecial
  av
  DamaGe
  raNGe
  tN
  caPacity
  reloaD
  Name
  sPecial
  av
  DamaGe
  raNGe
  tN
  caPacity
  reloaD
  ASPECTS
  ASPECTS
  ATTACKS
  ATTACKS
  DERIVED ASPECTS
  DERIVED ASPECTS
  SKILLS
  SKILLS
  Chapter 1: Introduction
  Within These Pages
  Here's a list of what you'll find in this adventure!
  chapter 1: 
  INTRODUCTION
  This is the section you're reading now!
  chapter 2:  
  ADVENTURE
  The Fated are contacted by Fayvel Pensak, a 
  Resurrectionist who wants them to help drive the 
  spirits out of the haunted mansion next to his estate. 
  After a trip to the Quarantine Zone, the Fated can 
  enter the haunted house and search for the source 
  of the haunting, a Mechanical Soulstone created 
  years earlier by a brilliant artificer.
  Along the way, the Fated will have to contend with 
  ghosts of various types, from those who wish them 
  physical harm to those who merely wish to frighten 
  them. In order to triumph over the spirit of the 
  artificer, the Fated will have to search the mansion 
  for the hidden Mechanical Soulstone and destroy 
  it once and for all.
  Chapter 2:  
  FM CHARACTERS
  This chapter contains the stat blocks for the various 
  adversaries the Fated might encounter over the 
  course of the adventure, providing a quick reference 
  to make it easier for the Fatemaster to run the game.
  Call Out Boxes
  There are many call out boxes like this one 
  scattered throughout the adventure.
  These boxes have two main functions. Boxes 
  like this one highlight rules or special notes 
  for the Fatemaster.
  Boxes like the box on the right are used 
  to show dialogue or description. They are 
  intended to be read by the Fatemaster aloud 
  to the players. Be careful, though; some are 
  only intended to be read if the Fated take 
  certain actions or are successful at certain 
  challenges. 
  "Yeah, I was there." The drifter sighs, his 
  shoulders slumping at the admission. "It 
  only lasted a moment, and I still don't know 
  how I lived through it. There was only the 
  one Ortega, but she was so fast with that 
  gun of hers..." He shakes his head. "Two 
  of the bandits were dead before they even 
  realized she had drawn on them."
  His gaze becomes distant as the memory 
  comes back to him. "It was a ballet of death."
  
  Ghost House
  Chapter 2: Adventure
  Prologue: 
  THE FLYING TIGER
  The Fated receive a letter from Fayvel Pensak, a 
  Resurrectionist who has worked with one of their 
  allies in the past. In the letter, Pensak mentions that 
  he’s having some issues with one of his neighbors, 
  and that their mutual acquaintance (the Fated's 
  ally) suggested that it might be worth contacting 
  them for assistance. 
  Fayvel offers compensation for their time in the 
  form of a difficult-to-acquire item that the Fated’s 
  ally knows they have been interested in, or, failing 
  that, a necromantic Grimoire of no small worth.
  If the Fated are interested in meeting with Pensak, 
  the letter instructs them to meet him at the Flying 
  Tiger, a small tavern in the eastern Central Slums, 
  later that evening. When they arrive, read the text on 
  the following page.
  
  Chapter 2: Adventure
  The Flying Tiger is a seedy tavern in a seedy 
  part of the slums. There are just under a dozen 
  people inside, all of them seated at scratched 
  tables and sipping their drinks in relative silence. 
  Here and there, you can hear small murmurs 
  of conversation, but the general impression 
  you get is that any sort of loud noise would be 
  unwelcome here. In a way, it’s almost like being 
  at a wake. 
  After a minute, a man near the rear of the room 
  raises an arm and beckons you closer. He’s old, 
  perhaps seventy or eighty years old, with a bald 
  head and a neatly trimmed white mustache and 
  beard. Surprisingly, he’s dressed in a suit with a 
  small bow tie, and he stands as you approach. 
  “Greetings, hello, thank you for coming,” he 
  says, reaching out to shake each of your hands 
  in turn. “I am Fayvel Pensak, thank you for 
  coming. Can I purchase drinks for you?” 
  He awkwardly motions to the bartender before 
  reclaiming his seat and straightening out his 
  bow tie. 
  “The mansion next to my own was last owned by, 
  ah…” He digs in his jacket for a moment before 
  removing a notebook and a pair of spectacles. 
  He places the spectacles on his nose and then 
  opens the notebook, perusing the scribbled 
  handwriting within. “…yes, by Harrod Vertigan.”
  Pensak looks up. “He was an inventor, I’m 
  told. He came to Malifaux to study Soulstones, 
  specifically how they capture a soul once it 
  leaves the body. I’m sure you can imagine 
  why the Guild labeled him a Resurrectionist.” 
  He laughs softly, as if something he had said 
  was amusing, but he quickly recollects himself. 
  “Yes, well, he moved to the Barrows and came 
  to some sort of arrangement with Mr. Barrows 
  that saw him supplied with materials and test 
  subjects. Evidently it worked, because within the 
  year, Mr. Vertigan announced that he had found 
  a way to create artificial Soulstones that were 
  more powerful than the originals… and quite 
  inexpensive to create.”
  He glances back at his notebook. “That was… in 
  1902. He held a gathering at his home to unveil 
  his discovery to his fellow Resurrectionists, 
  though I’m told that there were a few Arcanists 
  in the crowd as well. Unfortunately for him, that 
  was the night of the Event, and when the waves of 
  aetheric energy spilled through the town, they… 
  well, as near as anyone can tell, they overloaded 
  his device. In a single moment, the the souls of 
  everyone present were ripped out of their bodies 
  and imprisoned inside the artificial Soulstone.”
  Pensak folds the notebook closed. “Or at least, 
  that is the story I was told. I’m not sure how 
  much is truth and how much is bubbameisse, but 
  every night, the ghosts in that house make such 
  a racket! I think that destroying the artificial 
  Soulstone might set them free… but really, I just 
  want a good night’s sleep. Can you help?”
  Once the Fated are settled, Pensak explains the 
  situation to the Fated. He explains that he recently 
  moved into a mansion in the Barrows (a district in 
  the Quarantine Zone) at great personal expense, but 
  lately, he’s been having some problems with one of 
  his neighbors. He asked around a bit, only to learn 
  that the neighboring mansion is haunted. 
  As he continues, read the text in the adjacent column.
  If the Fated refuse, Pensak sighs and agrees that it’s 
  not their problem. He pays for their drinks for the 
  rest of the night, thanks them for their time, and 
  leaves the tavern, looking very much like the old 
  man he is, and the adventure ends here.
  
  Chapter 2: Adventure
  Whatever you might have imagined the 
  Quarantine Zone would look like, it’s not this. 
  As you follow Pensak down a cleared street, 
  you’re surprised to notice that the buildings to 
  either side of you are actually large, sprawling 
  mansions… and more so that they’re inhabited. 
  You can see lights in the windows and even a few 
  zombies here and there, standing in the yards 
  and watching you pass with the eerie stillness of 
  the grave. 
  Pensak doesn’t seem concerned, however, 
  instead turning down another side street that, 
  amazingly, boasts lit street lamps. “Here we are,” 
  he eventually says, stopping in front of a modest 
  but still sizable manor. “This is my home here, 
  and the haunted one, that’s… well, that’s it there.” 
  He gestures toward the building across the street, 
  which is a wide, three-story mansion surrounded 
  by an imposing wrought-iron fence. “It’s quiet 
  now,” he notes, almost in annoyance, “but that’s 
  a good thing! That means that the ghosts likely 
  aren’t active yet. Plenty of time to get in and get 
  out before they start up for the night.”
  The building is an old, three-story Victorian-style 
  mansion. It must have once been a gorgeous 
  building, but it has since fallen into ruin with 
  peeling paint and rotting wood. A rickety set of 
  wooden stairs leads up to the main entrance, and 
  sickly-looking vines have crawled their way up 
  the side of the building, reaching nearly the roof. 
  The whole building looks like it’s just waiting for 
  a strong wind to come along and blow it over, yet 
  somehow, it remains standing. 
  Scene 1: 
  THE BARROWS
  If the Fated agree to help Pensak, he thanks them 
  profusely and – once they’re finished with their 
  drinks – leads them outside to a Quarantine Zone 
  barricade a few blocks away. After checking one way 
  and then the other, he steps into a squat little house 
  and heads down into the basement, where there 
  is a small tunnel that passes beneath the barricade 
  before surfacing a few hundred yards away in the 
  Quarantine Zone. 
  From there, Pensak leads the Fated into the Barrows 
  district proper. Read the following text:
  If the Fated decide to wait until morning before 
  investigating the mansion, Pensak is annoyed but 
  understanding. He allows the Fated to stay at his 
  home for the night (he has plenty of extra bedrooms 
  and even goes to the trouble of making the beds for 
  them) if they agree to enter the mansion first thing 
  in the morning. He has a few zombie servants that 
  shuffle around his mansion, but unless the Fated 
  are themselves Resurrectionists, he does his best to 
  keep them out of sight.
  During the night, the Fated are repeatedly woken up 
  by screams, loud arguing, and flashing lights from 
  the mansion across the street; it’s easy to see why 
  Pensak wants the ghosts dealt with as quickly as 
  possible. Any Living Fated who spends the night in 
  Pensak's mansion is considered to be Dazed for the 
  remainder of the next day, due to their lack of sleep.
  Whenever the Fated attempt to enter the mansion, 
  they find that it’s actually fairly easy to do so. The 
  gate is closed but unlocked, and it creaks in an 
  appropriately creepy manner when opened. 
  When the Fated approach the mansion, read the 
  following text:
  The mansion wasn’t in the best condition when 
  Harrod moved in, and the intervening years haven’t 
  been kind to it. The front door is closed but 
  unlocked, allowing the Fated to enter the mansion 
  without problem.
  
  Chapter 2: Adventure
  Scene 2: 
  HARROD'S HOUSE
  The interior of the mansion is dark and gloomy. If 
  the Fated are investigating during the day, there’s 
  enough light streaming through the windows to let 
  them search without further issue, but if it’s night, 
  they’ll need torches, a lantern, or some other source 
  of illumination to find their way. If they’re not 
  prepared, Pensak has two lanterns he can loan them.
  The Fatemaster should refer to the included maps 
  as the house is explored. The ghosts that inhabit the 
  house do their best to get the Fated turned around, 
  however, so it’s possible that the layout of the house 
  might actually change as the Fated explore it, with 
  a corridor lengthening in front of them or leading 
  to a room on a completely different floor. This 
  disorientation should be used sparingly, however, 
  as it loses its effect if the Fated never know what’s 
  around the next corner. 
  As the Fated explore the house, they’ll encounter 
  a number of ghostly events as the spirits within the 
  house wake up. The Fatemaster can decide the best 
  moments for these events occur, depending 
  upon the mood. Similarly, the Fatemaster 
  should feel free to add her own events to 
  his adventure in order to personalize 
  the experience for the Fated; just 
  about any movie about haunted 
  houses should provide plenty of 
  inspiration for these moments!
  This adventure makes use of the Haunted 
  Condition from Under Quarantine (pg. 155). Not only 
  will the Fated have to pass TN 10 Counter-Spelling 
  or Necromancy Challenges at the end of each day 
  the Fated spent at least partially inside the mansion 
  to avoid gaining the Haunted +1 Condition, but 
  it is also possible they might gain the Haunted 
  Condition from certain ghostly encounters within 
  the house itself. You can find more information on 
  the Haunted Condition on page 23.
  Even once the Fated are finished with Harrod’s 
  House, the spirits that reside within it may not be 
  finished with them…
  The Perfect Hiding Place
  The artificial Soulstone that the Fated are attempting 
  to find can be in one of three places, as determined 
  by the Fatemaster at the start of the adventure: in 
  the attic, in the basement, or in the ballroom. It’s far 
  more likely that the Fated will explore the ballroom 
  before they visit the basement or attic, so keep that in 
  mind when determining where Harrod has hidden 
  the artificial Soulstone.
  Each room has a special section that 
  describes what happens if the 
  artificial Soulstone is hidden 
  there. If the Soulstone is 
  destroyed, the hauntings 
  will cease and Pensak 
  considers the job a 
  success.
  
  Chapter 2: Adventure
  Main Floor
  The main entry has a sweeping staircase that leads 
  up to the second floor. As one enters, the parlor 
  and library are found together on the left, while a 
  large ballroom is found to the right. Further back are 
  the kitchen and dining room to the left, the music 
  room and trophy room straight ahead through the 
  doors beneath the stairway, and the washrooms and 
  servant quarters are to the right. A conservatory can 
  be found at the far rear of the main floor.
  
  Chapter 2: Adventure
  Library
  As the Fated enter this room, read the following text:
  When the Fated first enter this room, a ghostly 
  vision of Harrod walks past (and possibly through) 
  them from the hallway. He’s a stern, heavy-set, dark-
  haired man in an expensive suit, and he moves to 
  the bookshelf and pulls out a book, which actually 
  slides off of the shelf. 
  Harrod’s ghost ignores the Fated as it makes some 
  notes on a piece of spectral paper and then slides 
  the book back onto the shelf. It does this four more 
  times before vanishing; the ghost only appears the 
  first time this room is visited. 
  If any of the books Harrod looked at are inspected, 
  it’s revealed that many of the letters on their pages 
  have been circled or underlined. Arrows have also 
  been drawn, connecting each circled letter with an 
  underlined letter. These books make up the key 
  Harrod created and used to encrypt his notes. If the 
  Fated have access to these books, they lower the TN 
  to decrypt Harrod’s code by -2 per book.
  If the Fated take hostile action against Harrod, all 
  of the books in the library fly off of the shelves at 
  high speed, battering everyone in the room except for 
  Harrod, who fights the Fated viciously. The books 
  continue to fly through the air as the fight progresses, 
  providing Hard Cover to everyone in the room while 
  also dealing 1/2/3 damage to them at the start of their 
  turn. If Harrod is defeated, all of the books fall to the 
  ground as his spirit disappears (temporarily, at least). 
  Harrod’s stats can be found on page 27.
  Attempting to find the books that Harrod was 
  looking at after they have flown around the room is 
  next to impossible, requiring an Ongoing Challenge:
  Finding the Marked Books
  •Skills Allowed: Literacy, Notice
  •Target Number: 15
  •Duration: 3 hours
  •Success Requirement: 4
  •Failure Requirement: 2
  After each success, the Fated find one of the cipher 
  books. On a Catastrophic Failure, Harrod’s ghost 
  reappears, animating the books as listed above as he 
  attacks the Fated.
  Music Room
  As the Fated enter this room, read the following text:
  In life, Harrod would often come here to relax or 
  think over his problems as he played his piano. 
  After his death, he gave up the habit, and the piano 
  now lies in ruin on the floor. 
  The characters can occasionally hear faint notes 
  coming from the piano, but they’re sparse and don’t 
  resemble anything like a song. If the Fated inspect 
  the piano, a TN 8 Notice Challenge reveals the 
  musicians to be a family of mice that now live within 
  the piano’s casing.
  Shelves filled with books line the walls of this 
  room. A pair of padded chairs and a circular 
  coffee table sit in front of a small fireplace. The 
  books are covered in dust but have otherwise 
  survived remarkably well.
  The centerpiece of this room is a large grand piano 
  that has seen better days. One leg has broken, and 
  the piano now lies tilted onto its side. The pulped 
  remains of sheet music cover the floor.
  
  Chapter 2: Adventure
  The largest room in the mansion is this huge 
  ballroom. Half of the room is filled with small 
  tables and fold-up chairs, while the other half 
  is open, presumably to allow plenty of space 
  for dancing. A stage, still covered in musical 
  instruments, has been constructed opposite 
  the tables. The tattered and dusty remains of 
  party decorations hang from the ceiling and 
  walls, hinting at a celebration that was held 
  here right before the mansion was abandoned. 
  There’s no sign of what might have happened 
  to the guests, however, and more alarmingly, 
  no sign of their corpses.
  Ballroom
  As the Fated enter this room, read the following text:
  This is the room where the majority of Harrod’s 
  guests had their souls ripped out by his device. 
  Their bodies, like the bodies of all those who died 
  in the house, have since been moved down into the 
  furnace in the basement. 
  Every now and then, Fated who spend time in this 
  room will hear a whispered voice or catch movement 
  out of the corner of their eye. After they’ve explored 
  this room, the Fated will sometimes hear music 
  coming from the Ballroom as they explore other parts 
  of the mansion, though it ends before they return. 
  Some personal belongings – the personal effects 
  of those who died on the night of the Event – are 
  scattered throughout the ballroom, mostly around 
  the tables. If the Fated succeed at a TN 8 Search 
  Challenge, they can come up with a total of 13 scrip 
  and whatever minor objects or concealed weapons 
  the Fatemaster feels like adding to the adventure.
  After the first time a Fated character explores this 
  room, the ghosts prepare a trap. The next time a 
  character wanders through the Ballroom on their 
  own – perhaps drawn toward the stage by movement 
  from behind an instrument or music that doesn’t 
  fade when the character reaches the ballroom – 
  they must attempt a TN 12 Evade Challenge. On 
  a success, the character manages to leap aside as 
  part of the floor gives way beneath her weight. On 
  a failure, the character plummets into the Furnace 
  Room of the basement (pg. 23) and suffers 2/4/6 
  falling damage as they crash through the floor.
  The Perfect Hiding Place: 
  Ballroom
  If the artificial Soulstone is hidden in the 
  ballroom, then it’s located under some 
  loose floorboards. If the Fated search this 
  room, a TN 10 Notice Challenge reveals 
  some floorboards that haven’t been nailed 
  down properly. As they pull the floorboards 
  up, however, ghostly dancers materialize all 
  throughout the room, spinning and gliding 
  to music only they can hear. 
  Ghosts without partners swing past the Fated, 
  beckoning to them with open hands, and 
  any character that fails a TN 12 Willpower 
  duel finds themselves compelled to reach 
  out and join the ghosts in their dance. The 
  Fated can attempt this Willpower duel 
  again each round, but each time they fail, 
  they suffer 2 damage and gain the Haunted 
  +1 Condition as the ghosts slowly leech the 
  character’s health away. Any character that 
  gains Haunted +3 or higher in this manner 
  is subjected to hallucinations that make 
  them believe the flesh is rotting off their 
  bones as they dance, leaving them nothing 
  more than a capering skeleton in the arms 
  of their ghost dancer.
  If the artificial Soulstone is destroyed, the 
  ghosts trapped within it are freed and all 
  the dancers vanish as the device ceases to 
  function.
  
  Chapter 2: Adventure
  This room looks like it was once a warm and 
  comfortable place to relax with a stiff drink in 
  front of a warm fire. Now, however, the room 
  is cold and dark. Everything is covered in a 
  thick layer of dust and ancient cobwebs. A small 
  bookshelf fills one wall, though it looks a bit 
  barren, with only about a third of the books it 
  would normally take to fill it. 
  Over the fireplace is a large portrait of a stern-
  looking, dark-haired man in an expensive suit. A 
  small brass plaque at the bottom of the painting 
  reads “Harrod Vertigan.”
  This room contains pretty much everything you’d 
  expect to find in a kitchen: a stove and oven, an 
  icebox, a pantry, a counter with sink, and a table 
  with numerous pots and pans hanging above it. 
  An open doorway shows a set of stairs leading 
  down into the basement. 
  A variety of cooking implements lay scattered 
  across the table, counter, and floor, and all of 
  them look alarmingly sharp, as if someone has 
  kept them in good condition through the years. 
  Parlor
  As the Fated enter this room, read the following text:
  Soon after the Fated enter the room, the portrait of 
  Harrod begins to change. At first he appears healthy 
  and normal, but then he begins to decay until the 
  painting shows a rotting corpse. One way to convey 
  this is to have the Fated all make TN 6 Notice 
  Challenges, with each success revealing a somewhat 
  interesting but ultimately meaningless trinket in the 
  room: a matchbook with a scrawled message on the 
  inside cover, a book written by someone sharing the 
  last name as one of the Fated, or the corpse of a dead 
  bat that’s wedged between two books on the shelf.
  More importantly, each time a character attempts 
  the Challenge, work in a description of the painting, 
  mentioning Harrod’s healthy complexion, then his 
  sunken cheeks, the way his flesh seems to be turning 
  a disturbing purple color, the way that his eyes have 
  rotted away, etc. The portrait should never change 
  when the Fated are looking at it, though; it’s a 
  subtle change that only happens between glances. 
  The artist’s signature in the painting’s corner is an 
  illegible scrawl.
  Kitchens
  As the Fated enter this room, read the following text:
  The stairs lead down to the Laboratory (pg. 22). 
  The pantry is empty, the food having been either 
  stolen by animals or rotted away. When the device 
  went off, the cooks that Harrod had hired to help 
  cater his party – two inexperienced Resurrectionists 
  who were desperate for money - were hard at work 
  cleaning up in here. They dropped dead, but their 
  ghosts still haunt the room.
  The first time the Fated enter the room, the cooking 
  instruments rattle ominously on the table. 
  The second time the Fated enter the kitchen, two 
  Ghostly Cooks appear. Both are women, one tall 
  and lanky, with short, dark hair, and the other a 
  bit shorter with her pale hair tied up in a bun. In 
  hollow, echoing voices, they murmur “You don’t 
  belong here” and attack the Fated with the rusty 
  ghost-knives in their hands. 
  The stats for the Ghostly Cooks can be found on 
  page 28. When defeated, the ghosts fade away in 
  nothingness.
  
  Chapter 2: Adventure
  A long table stretches down the center of this 
  room. Ornate glass cabinets filled with broken 
  pieces of china and glassware stand against the 
  walls. Plates and bowls of foul, rotted food cover 
  the table, so shriveled and desiccated that it no 
  longer even carries a smell. 
  A narrow, simple corridor runs between a dozen or 
  so tiny servant rooms. Each room contains a small 
  bed, a wardrobe, and a bedside table, but only two 
  of them appear to be recently occupied. The rest 
  have been abandoned to mice, decay, and mildew.
  Dining Hall
  As the Fated enter this room, read the following text:
  The second time a character enters this room, 
  the rotting food has been replaced with a full 
  banquet. The candles are lit, shedding light, and an 
  assortment of eccentrically dressed men and women 
  are seated at the table. There are just enough open 
  chairs to accommodate the Fated, and the other 
  guests welcome the Fated to the banquet with casual 
  politeness. If the Fated refuse, there are murmurs 
  about their rudeness from the others guests (“Better 
  manners in most of my zombies”), but nothing else 
  happens; the guests enjoy their feast unless attacked, 
  at which point they express their indignation and 
  fade away, returning the room to how it once was.
  If the Fated accept the invitation and seat themselves at 
  the table, they are immediately pulled into conversations 
  regarding the best ways to attach decaying flesh to 
  bone, the latest aethervox broadcast of Professor Von 
  Schtook (most of them consider him to be a dangerous 
  madman who is tempting fate by brazenly antagonizing 
  the Guild), and speculation about whether “the 
  undertaker” will be joining them for the evening. 
  Any Fated who participates in the conversation will 
  have to succeed at a TN 9 Necromancy or Stitching 
  Challenge, or a TN 11 Bewitch Challenge, to avoid 
  coming across as completely awkward and out of 
  place with the unusual discussion. If a character 
  scores a Margin of Success on this Challenge, the 
  ghosts are thoroughly impressed by her knowledge 
  and demeanor, and one of them – Beshadu Aguda, 
  a middle-aged Abyssinian woman with a pneumatic 
  arm – writes her address down on a piece of paper 
  and invites the Fated to visit her after the celebration 
  so that they can “discuss a joint project.” 
  Aguda’s workshop has been abandoned for years – she 
  died at the celebration – but her undead protectors are 
  still intact. After fighting their way through a few undead 
  Minions of the Fatemaster’s choice, any Fated following 
  up on this lead are able to find her Grimoire, a metallic 
  device about the size of a basketball that, when held 
  in one’s hands, imparts knowledge of the Elemental 
  Strike and Raise Undead Magia, as well as the Decay, 
  Increased Damage, and Increased Duration Immuto.
  Living Fated who eat the food served to them find it 
  to be quite delicious, but ultimately not very filling. 
  Halfway through their meal, the food reverts to its 
  rotted form, no doubt causing the character’s stomach 
  to churn. Such characters also gain the Haunted +1 
  Condition; the ghosts haunting her focus on making 
  her meals change appearance to rotten food or 
  making inedible things (such as razorblades or light 
  bulbs) appear to be edible (like cashews or apples).
  Servant Quarters
  As the Fated enter this room, read the following text:
  If the Fated search the recently occupied rooms, a 
  TN 8 Notice Challenge turns up a stack of letters 
  tucked under one of the mattresses. The letters are 
  half of the correspondence between one of Harrod’s 
  servants and his friend. They make frequent mention 
  of how the servant didn’t like helping Harrod with 
  his “ghastly experiments,” but the money was 
  apparently too good to simply leave. The latest letter 
  involves the servant’s friend warning him about the 
  “upcoming celebration” and suggesting that he “get 
  out of there before they decide it’s cheaper to make 
  you into a zombie than pay you off.”
  If the Fated follow up on the letters, they discover 
  that the servant’s friend moved to the Northern Hills 
  a year ago and was, unfortunately, eaten by hoarcats 
  shortly after arriving.
  
  Chapter 2: Adventure
  A dozen or so stuffed heads, many from animals 
  that are completely unrecognizable, hang on the 
  walls of this chamber. In the center of the room 
  are three stuffed chairs that are missing all of 
  their stuffing, as well as a small wooden table that 
  has been broken in half. 
  This tiny room has barely enough room for 
  a bathtub, sink, and toilet. A mirror hangs on 
  the wall, but it’s caked with dust, making it 
  impossible to see into. 
  Smoking Room
  As the Fated enter this room, read the following text:
  This room was never really used when Harrod was 
  living in the mansion. The heads were already on 
  the walls when he moved in. The Fated can attempt 
  a TN 9 Notice Challenge to search the room; on 
  a success, they find a recessed cabinet that holds a 
  monster of a rifle and a dozen rounds of ammunition. 
  Each Margin of Success on this Challenge turned up 
  another half dozen rounds.
  After the Fated have been in the room for a few 
  minutes (perhaps as a result of attempting to search 
  the room), the door quietly locks behind them. 
  There is no key, but the Fated can either pick the 
  lock with a TN 10 Lockpicking Challenge or force it 
  down with a TN 12 Athletics Challenge.
  Once the Fated realize that they’ve been locked 
  into the room, the stuffed animal heads on the wall 
  come to life, detach from the wall, and begin floating 
  around the room, roaring and bleating at the Fated 
  as they lunge forward in an attempt to bite or gore 
  them. 
  The Stuffed Heads fight as a single swarm, and their 
  stats can be found on page 29.
  Washroom
  As the Fated enter either of these rooms, read the 
  following text:
  These washrooms were used by servants and guests.
  If a character wipes away the dust, they catch a 
  glimpse of a ghostly man in a top hat standing behind 
  them. He reaches out toward the character’s neck 
  with his hands, which is considered an attack against 
  the character’s Defense with an Acting Value of 5 
  (10). If the character dodges the attack, the ghosts 
  isn’t there when she turns around to confront it. 
  If the character fails to dodge, however, the ghost 
  begins strangling her, giving her the Suffocating +1 
  Condition. Each round, the character can attempt 
  a TN 10 Athletics Challenge to shake the ghost off. 
  On a success, they do so and the ghost disappears. 
  On a failure, however, the character’s Suffocating 
  Condition increases by +1 and the character must 
  attempt the Athletics Challenge again. Even after 
  the character fights off the ghost, so long as its initial 
  attack succeeded, the character gains the Haunted 
  +1 Condition. This often manifests in the form of 
  the ghost appearing in reflections behind the Fated, 
  or in cold, clammy hands wrapping around her neck 
  and squeezing (though not enough to suffocate her).
  The ghost is invisible to everyone other than the 
  character it attacks and cannot be affected by them 
  in any way, save for one exception. If the mirror – 
  which the ghost is haunting – is shattered, then the 
  ghost immediately vanishes, freeing its victim from 
  its cold, clammy grip.
  WEAPON (Long Arms)
  Capacity
  RANGE
  DAMAGE
  Elephant Gun
  1
  z12
  5/6/7
  Special: Reload 5. Heavy, Powerful, Shoddy
  
  Chapter 2: Adventure
  The ceiling and outside wall of this room 
  are made up of floor to ceiling windows. 
  Miraculously, none of the windows are broken, 
  but they are so covered with grime and mold 
  that it’s difficult to see through them. The entire 
  room is an overgrown mess of weeds, vines, and 
  moss. The vegetation all has a sickly green color 
  and thick, foul-smelling gunk drips from the 
  plants and into the fetid soil.
  Conservatory
  As the Fated enter this room, read the following text:
  Harrod didn’t really care for plants, but his few 
  servants enjoyed spending time here resting and 
  relaxing. In the years since Harrod’s death, however, 
  the plants have been corrupted by the ambient magic 
  of Malifaux. 
  As the Fated explore this room, they must make TN 
  10 Acrobatics or Evade Challenges. On a failure, 
  the slowly shifting vines beneath their feet manage 
  to wrap around their legs and violently yank them 
  deeper into the conservatory, toward a massive pit 
  that opens in the ground and releases a blast of 
  rotting, green-tinted mist. The Fated are 12 yards 
  away from the pit when it opens.
  At the same time, vines and weeds shoot up from the 
  ground, forming a wall of vegetation between those 
  who were snared and their unaffected companions 
  as the scene shifts into Dramatic Time. At the start 
  of each snared character’s turn, they are pulled a 
  number of yards toward the pit equal to 6 yards minus 
  the character’s Height. The character can prevent 
  this movement by grabbing onto something study 
  (requiring a TN 12 Athletics Challenge), but doing 
  so inflicts 1 damage on the character as the vines pull 
  brutally on their legs. Alternatively, a character can 
  attempt to slash at the vines with a bladed weapon 
  (which may require drawing said weapon, if it was 
  not readied) or shoot them with a firearm. Doing 
  so requires an attack against a TN of 12, but the 
  attack suffers a - do to the character being prone 
  and dragged across the floor. On a successful hit, the 
  vines release the character. 
  If the character reaches the pit, they are pulled 
  down into its depths, suffering 2/4/6 points of falling 
  damage and then gaining the Suffocating +1 
  Condition as they’re pulled underground, into the 
  fetid dirt. Each round, the character can attempt a 
  TN 13 Athletics Challenge to free themselves. On a 
  success, they manage to dig their way back to the pit 
  and end the Suffocating Condition. On a failure, 
  the character’s Suffocating Condition increases 
  by +1 and the character must attempt the Athletics 
  Challenge again.
  Characters who were not ensnared can hack through 
  the wall of plants and vegetation to get to their 
  companions, but doing so is difficult, requiring them 
  to deal at least 3 points of damage with some sort of 
  bladed weapon or a firearm that deals B damage. 
  For the purpose of these attacks, the wall of vines 
  is considered to have a Defense of 2 (6). Once 
  they’re through the wall, these characters can free an 
  adjacent companion from the vines with a successful 
  attack against TN 12.
  Once the vines have ensnared someone and dragged 
  them into the pit, they do not attempt to ensnare any 
  of the characters again.
  
  Chapter 2: Adventure
  Second Floor
  The staircase leading up to the second floor opens 
  out to a hallway lined with doors. There are guest 
  bedrooms to the left and right, and ahead is a sitting 
  room that is connected to the master bedroom and 
  master bathroom, as well as a study a washroom, 
  and stairs that lead up to the attic.
  Hallway
  Every so often as the Fated explore the second 
  floor, they’ll hear footsteps behind them. There’s 
  nothing to be seen when they turn to look, but if 
  they linger in the hallway, they’ll eventually hear 
  faint breathing behind them and feel foul, clammy 
  breath on their necks. 
  
  Chapter 2: Adventure
  Bedrooms
  Despite never having been used by Harrod, these 
  bedrooms are still fully furnished; he didn’t see the 
  point in  leaving them barren. Each contains a queen 
  bed with mildewed sheets, a wardrobe, a bedside 
  table, a desk, and a chair. 
  There are two possible events that can occur in any of 
  the bedrooms: Linen Tornado or Beckoning Spirit.
  Linen Tornado
  As the Fated are walking down a hallway, one of 
  them catches a glimpse of movement though the 
  open door of a nearby bedroom. Once any character 
  has entered the room, the door suddenly slams shut 
  and locks itself, cutting that character off from her 
  companions. The door can be opened with a TN 10 
  Lockpicking Challenge or forced open with a TN 12 
  Athletics Challenge.
  Inside the room, all of the fabric – the bedsheets, 
  the curtains, even the rug – will fly up into the air 
  and begin sweeping around the room like a small 
  tornado. The fabric then attempts to wrap around 
  the any characters in the room, which requires a 
  TN 9 Acrobatics or Evade Challenge each round 
  to avoid. 
  On a failure, the fabric catches the character and 
  wraps tightly around her, giving her the following 
  Condition: “Smothered in Cloth: At the start 
  of this character’s turn, she suffers 1/2/3 damage 
  and gains the Suffocating +1 Condition. As a (2) 
  Action, this character may attempt a TN 10 Athletics 
  Challenge to break free of the cloth and end this 
  Condition and the Suffocating Condition.”
  Anyone adjacent to a smothered character with 
  a readied bladed weapon may also end the 
  Smothered in Cloth and Suffocating Conditions 
  by taking a (1) Action.
  The tornado of cloth persists for as long as anyone 
  remains in the room. Once everyone has left, the 
  sheets, drapes, and rug fall down to the floor in a 
  tangled mess.
  Beckoning Spirit
  A living character notices someone lying in one of 
  the beds. Despite being under a sheet, the figure 
  (which may be male or female, according to the 
  character’s preferences) is obviously naked, and if 
  anyone enters the room or attempts to converse 
  with the figure, it sits up and beckons them closer. 
  To make matters more complicated, the room is 
  warm and seems to have been kept up, though the 
  decorations still have an old-fashioned feel.
  A successful TN 12 Willpower Challenge enables 
  the character to resist the compulsion, but on a 
  failure, the character steps forward to embrace the 
  attractive spirit, gaining the Haunted +1 Condition. 
  Each round, the character can attempt another 
  TN 12 Willpower Challenge to break free of the 
  compulsion, and each time the character fails, the 
  character gains the Haunted +1 Condition.
  If any characters attempt to stop their companion from 
  stepping into an obvious trap, the door slams shut and 
  locks, requiring a TN 10 Lockpicking Challenge or a 
  TN 12 Athletics Challenge to open. Any characters 
  that were already in the room (or that manage to get 
  the door open) can pull their companion away from 
  the spirit and break the compulsion. 
  If the compelled character manages to break free, 
  when she pulls away, the spirit vanishes with a few 
  sultry whispers. Any character who gains Haunted 
  +4 or higher from this encounter has her hair turn 
  white (either completely or just a lock of it) from the 
  shock to her system.
  
  Chapter 2: Adventure
  This room is furnished with four comfortable-
  looking chairs, a fireplace, and an aethervox that’s 
  emitting a faint, indistinguishable voice. Along 
  one wall is a fully stocked bar featuring dozens of 
  decanters of clear and amber-colored liquid. 
  This expansive bedroom must be the largest in 
  the mansion. The ruins of a huge, four-poster 
  bed lie against the far wall, and the bunched 
  sheets at the center of it are moving in a strange 
  manner. There’s also a wardrobe in the room, as 
  well as an ornate roll top desk and chair, a set of 
  drawers, and a bedside table. The faint odor of 
  old urine lingers in the air.
  Sitting Room
  As the Fated enter this room, read the following text:
  The sounds coming from the Aethervox are too faint 
  to make out, but if the Fated turn up the volume, 
  they can hear a woman’s voice saying “Please... help 
  me. I killed him... please... I don't want to die. Is 
  anyone there...? I don't want to be alone... any more. 
  Please, help... it hurts... it hurts..." The transmission 
  becomes garbled for a moment, and when it resumes, 
  the woman's voice is much louder and more distinct. 
  "It's cold... no one's coming... why didn't you come 
  for me? I've waited... so long... alone in the dark. 
  No matter what happens... I can't... forgive you..." 
  Then there’s a burst of static and the Aethervox goes 
  silent. This is primarily a red herring; the Aethervox 
  is picking up transmissions from another lost soul far 
  away, perhaps setting the seeds for a future adventure.
  The alcohol in the room hasn’t been touched by the 
  ghosts, but when he was alive, Harrod suspected his 
  servants of sneaking drinks from his bar whenever he 
  left the house. In order to “teach them a lesson,” he’s 
  replaced the contents of two of the bottles with potent 
  acid; whenever a character samples the alcohol, have 
  her flip a card from the top of the Fate Deck. 
  On anything but a C, her chosen drink is strong 
  alcohol that has kept well over the past few years. 
  On a C, however, the character samples the acid: if 
  she was being cautious and only taking the smallest 
  of sips or sniffing the alcohol, she only suffers 1 
  damage as the acid burns her lips or its fumes burn 
  her nasal cavity. 
  If the character is being less cautious, however, she 
  must make a TN 14 Carouse Challenge or a TN 16 
  Toughness Challenge. On a success, the character 
  suffers 5/7/9 damage as she swallows a mouthful of 
  acid. On a failure, the character suffers the damage 
  and gains a Severe Critical Effect (in addition to any 
  others that she might suffer) which gives her a -- 
  to all Physical Challenges until the damage is healed.
  Master Bedroom
  As the Fated enter this room, read the following text:
  Characters that spend more than a few moments in 
  this room can make TN 8 Notice Challenges to hear 
  some scratching sounds coming from the roll top 
  desk. The noises continue for as long as the Fated 
  remain in the room, and persist if they leave and 
  then return. 
  This room has become a nesting ground for Malifaux 
  Rats. There are two groups here; two Malifaux 
  Rats in the roll top desk and a large swarm in the 
  bedsheets and ruined bed. If the roll top is opened, 
  the rats leap out onto the faces of anyone nearby, 
  scratching and biting them as the rats in the bed rise 
  up as a Rat King, tangled in the sheets, and stumble 
  toward the Fated in the rough mockery of a person. 
  If the Fated leave the roll top desk closed, however, 
  the rats inside mind their own business, even if the 
  Fated end up fighting the Rat King in the bedsheets. 
  Stats for the Malifaux Rats and the Rat King can be 
  found on pages 30 and 31, respectively.
  
  Chapter 2: Adventure
  This room bears a sink, bathtub, and toilet. 
  Moldy towels have been pulled down from their 
  hangers and chewed up into a frayed mess, and 
  the faint odor of old urine lingers in the air. The 
  mirror above the sink is spider-webbed with 
  cracks.
  This washroom is rather spacious. It contains a 
  bathtub, toilet, and a pair of sinks. A large mirror 
  with an ornate pewter frame hangs on the wall 
  above the sinks. It’s covered in grime and mold, 
  making your reflections distorted and patchy.
  This stately room is dominated by a large 
  wooden desk that sits right in the middle of the 
  floor. Bookcases stand against the walls on both 
  sides of the desk. A large padded leather chair 
  sits behind the desk. Every available surface in 
  the room – even a good portion of the floor – 
  is covered in opened journals and books, tall 
  stacks of papers, and mechanical schematics for 
  the same round object.
  Master Bathroom
  As the Fated enter this room, read the following text:
  This was Harrod’s personal bathroom when he was 
  alive. Now that he’s dead, the rats get far more use 
  out of it than he does.
  Washroom
  As the Fated enter this room, read the following text:
  As the Fated turn to leave, they’ll hear a strange 
  squeaking sound from the washroom, like a finger 
  being drawn across glass. Looking back, they can 
  see letters being drawn in the grime covering the 
  large mirror. It slowly spells out either “Attic,” 
  “Basement,” or “Ballroom,” depending upon where 
  Harrod has hidden his Mechanical Soulstone (see 
  The Perfect Hiding Place, pg. 9).
  Then the mirror breaks into a fine spiderweb of 
  cracks. Fated who witness this must succeed on a 
  TN 7 Centering Challenge or feel a shiver run up 
  their spine as they gain the Haunted +1 Condition.
  Study
  The doors to this room are locked, and an 
  examination of the locks reveal that they are newer 
  and of higher quality than those elsewhere in the 
  mansion. The key can be found in the cellar, but 
  characters wishing to force their way into the room 
  can either pick the locks with a TN 14 Lockpicking 
  Challenge or bust the doors down with TN 14 
  Athletics Challenges.
  As the Fated enter this room, read the following text:
  The books in this room all concern Soulstones in 
  some way or another. There are histories of Malifaux 
  (or at least, what humans have been able to piece 
  together about Malifaux’s history), theories regarding 
  the magical properties of Soulstones, and even a few 
  books written in the native language of the Neverborn 
  which are so old that the paper is almost transparent. 
  All of the journals and books are filled with handwritten 
  notes in the same handwriting (i.e., that of Harrod). 
  Unfortunately, his notes are all encoded. 
  Deciphering the code requires a TN 16 Literacy 
  Challenge. For each one of the coded books the 
  Fated retrieved from the Library (pg. 11), this TN is 
  reduced by -2.
  
  Chapter 2: Adventure
  As you exhale a breath of air, you realize that 
  it’s fogging up in front of you. A chill runs down 
  your spine as the lights dim and the leather chair 
  pushes away from the desk, revealing a stern, 
  robust man in a suit who hadn’t been there a 
  moment earlier.
  “Trying to steal my research, are you?” The 
  man’s eyes are black pits of emptiness, and as 
  you draw your gaze away from them, you notice 
  that he’s transparent; you can see the back of the 
  chair through his body. “This is my home, and 
  you are trespassers.” With a mighty roar, he leaps 
  to his feet and upends the desk, sending it and 
  the books that had been stacked upon it hurtling 
  toward you!
  If deciphered, Harrod’s notes describe his plans 
  for making an artificial Soulstone. They go into the 
  scientific processes involved enough that the Fated 
  could possibly construct one themselves, but doing 
  so would require 100 scrip worth of raw materials, 
  2 weeks of work, and a character with at least 4 
  ranks in Artefacting. If the Fated go through the 
  work, however, they are rewarded for their hard 
  work with a Mechanical Soulstone (see the callout 
  box below). 
  If the Fated spend more than a few minutes in 
  this room, Harrod materializes to punish them for 
  “stealing his research.” Read the following text:
  The Fated can attempt TN 9 Evade Challenges to 
  leap aside as Harrod tosses the desk at them; those 
  who succeed manage to leap away in time, while 
  those who fail suffer 2/3/4 damage, are knocked 
  prone (as if they had taken the Drop Prone Action), 
  and are considered to be Slow on the first round 
  of combat.
  Harrod focuses his attention on any Fated that are 
  still standing, slashing at them with his ghostly scalpel 
  as the trapped spirits of the house swirl around 
  him, moaning and reaching toward the Fated with 
  pleading, grasping hands. 
  When defeated, Harrod is grabbed by the other 
  spirits and torn into pieces as they all start to fade 
  away. “This isn’t the end!” he shouts in defiance. 
  “My Soulstone was too well made! None of us can 
  escape its pull! You’ll join us soon enough…!” 
  Harrod’s stats can be found on page 27.
  Mechanical Soulstone
  Mechanical Soulstones are a particular type 
  of artificial Soulstone that are capable of 
  holding a single charge at one time. They are 
  roughly the size of a softball but otherwise 
  function as a normal Soulstone.
  
  Chapter 2: Adventure
  The basement has been converted into what 
  looks to be a cross between a laboratory and 
  a torture chamber. It contains a pair of metal 
  operating tables covered with leather straps, 
  several small metal cages, and a dazzling array of 
  tools with blades, hooks, and spikes. Runes and 
  symbols have been marked onto the floor with 
  now-faded paint. 
  Near the back of the room, workbenches and 
  metalworking equipment are stacked on thick 
  wooden tables. The smell of mildew in the room 
  betrays the moisture that has rusted and ruined 
  most of the tools left exposed to it. 
  Basement
  The basement is divided into three rooms. The 
  largest is Harrod’s laboratory, which is the first room 
  the Fated enter when they come down the stairs 
  from the kitchen. To one side of the laboratory is a 
  door that leads to a small office, and on the other is 
  a door that leads to the furnace room.
  Laboratory
  As the Fated enter this room, read the following text:
  The Fated can make TN 10 Necromancy + Intellect 
  Challenges. On a success, they recognize the designs 
  painted on the floor as those used by the Guild to 
  monitor and direct the flow of spiritual energy as it 
  leaves a body and enters a Soulstone.
  The Perfect Hiding Place: 
  Basement
  If the artificial Soulstone is hidden in the 
  basement, it’s been buried under a flagstone 
  at the back of the laboratory. The flagstone 
  can be found fairly easily – it only takes a 
  TN 8 Notice Challenge to locate if the Fated 
  search the room – but once it’s removed, the 
  torture and mechanical equipment comes 
  to life and attacks the Fated. The equipment 
  comes together, forming a hulking creature 
  made from metal syringes, steel bone saws, 
  and dissection tables. Leather straps lash out 
  toward the Fated, attempting to bind them 
  to the tables that make up the creature’s 
  composite form. 
  The stats for the Basement Tables can 
  be found on page 32; if the Mechanical 
  Soulstone is not destroyed, the possessed 
  equipment will gradually begin to pull itself 
  back together, forming a new body in about 
  two to three minutes.
  If the artificial Soulstone is destroyed, 
  the souls trapped by it are freed and the 
  animated equipment falls to the ground in 
  an unmoving heap. All it takes in a single, 
  strong blow from a weapon (a 1 AP Action) 
  that deals at least 2 damage to permanently 
  destroy the device.
  
  Chapter 2: Adventure
  This room contains a desk, a chair, and a pair of 
  bookcases. The bookcases are mostly empty, as 
  all of the books have been stacked open upon 
  the desk in a mess that must have made sense to 
  their owner. The pages have become moldy with 
  age, and a few toward the bottom of the stack are 
  little more than gelatinous piles of mold in the 
  vague shape of books.
  This tall, narrow room is mostly filled by a 
  massive iron furnace at the far end and stacked 
  coal that lines the walls. Judging from the chill 
  and silence of the room, you’re guessing that it’s 
  not functional. Chutes high up in the walls allow 
  coal to be dumped down into the room, and as 
  you enter, you can see a few alarmingly large rats 
  scurry up them and dart outside to safety.
  Furnace
  As the Fated enter this room, read the following text:
  Climbing the chutes is not easy, requiring TN 10 
  Acrobatics Challenge to make it to the top without 
  slipping and falling back down onto the uneven coal 
  below, which deals 2/4/6 damage.
  If the Fated poke around inside the furnace, they’ll 
  find a fair amount of ash and the skeletal remains 
  of a great many people. The bones are all that’s left 
  of Harrod’s body and the bodies of his servants and 
  guests, as well as the unfortunates who have died in 
  the house since. Harrod originally carted the bodies 
  down here to be burned in an attempt to tidy up his 
  house, and he’s gotten in the habit of doing it with 
  everyone else that has perished inside his mansion 
  since. 
  When the bones are first discovered, several charred 
  hands reach out and grab at the nearest character, 
  attempting to drag her into the furnace. The hands 
  make a single attack against the character’s Defense 
  with an Acting Value of 5 (12). If the hands succeed, 
  they grab the character and drag her, kicking and 
  screaming into the furnace as the iron door slams 
  shut behind her. With a mansion-shaking groan, the 
  furnace stirs to life and begins to rapidly heat up. 
  Each round, a character outside the furnace can 
  attempt a TN 12 Athletics Challenge as a (2) Action 
  to pry the furnace door back open. Once the furnace 
  door is open, pulling the trapped character back 
  out of the furnace requires either a TN 8 Athletics 
  Challenge (if the character has struggled free of the 
  hands) or a TN 12 Athletics Challenge (if the hands 
  are still holding the character tight). 
  Things for the character inside the furnace go bad 
  quickly. At the start of each round, she gains a 
  number of ranks of the Burning Condition equal 
  to the current turn number minus one. Thus, at the 
  start of the second round, she gains Burning +1, at 
  the start of the third round, she gains Burning +2, 
  and so on.
  In order to escape the furnace, the character must 
  first break free of the charred skeletal arms holding 
  her. Doing so requires either a TN 12 Athletics 
  Challenge made as a (2) Action or a successful Close 
  Combat attack against a Defense of 3 (10). Once the 
  character is free, she can attempt to push open the 
  door of the furnace as a (2) Action by making a TN 
  12 Athletics Challenge.
  Office
  As the Fated enter this room, read the following text:
  These notes once formed the bulk of Harrod’s 
  experimental data, but they’ve unfortunately been 
  destroyed by the poor environment of the basement. 
  If the Fated search the room, a TN 8 Notice 
  Challenge uncovers the key that unlocks the second 
  floor study in a drawer of the desk.
  
  Chapter 2: Adventure
  The Attic
  The attic is a single open room filled with old 
  furniture covered in white blankets, boxes filled with 
  broken laboratory equipment, and all manner of 
  odds and ends. 
  Most of the stuff in the attic is broken, useless 
  junk, but an hour of scrounging and a TN 8 Notice 
  Challenge turns up 10 scrip worth of raw mechanical 
  parts that can either be sold or used as spare parts to 
  create a construct.
  Conclusion
  Once the Fated have destroyed the artificial 
  Soulstone, the ghosts that had been haunting the 
  mansion depart. Additionally, if any of the Fated have 
  the Haunted Condition due to their adventures in 
  the house, their Haunted Condition lowers by 1, to 
  a minimum of 0, as the ghosts haunting them depart 
  as well.
  If the Fated return to Fayvel Pensak, he’s grateful 
  that they managed to deal with the spirits and 
  rewards the Fated as promised, either giving them 
  whatever item they needed or a particularly rare 
  necromantic Grimoire: Die Unaussprechliche Kulte, 
  a thick tome written in German that contains the 
  Raise Undead, Terrifying Aura, and Sleep Magia, as 
  well as the Increased Duration, Increase Resistance, 
  and Undead Immuto.
  If the Fated didn’t destroy the artificial Soulstone, 
  then Pensak is annoyed that they didn’t succeed, but 
  not terribly upset; after all, he doesn’t want to go into 
  the mansion and deal with the ghosts. He thanks the 
  Fated for their time and parts with them peacefully, 
  noting that if they ever want to take another shot at 
  destroying the Soulstone, his offer still stands. 
  If the Fated took the artificial Soulstone with them, 
  they have a very powerful device they can use for 
  their own purposes, as described in the Mechanical 
  Soulstone section on page 21. Unfortunately, this 
  particular artificial Soulstone is haunted by Harrod 
  and a host of other spirits, and if they spend any 
  significant time in any one area (such as the Fated’s 
  home…), it’s likely to become very haunted very 
  quickly (which will trigger checks to avoid gaining 
  the Haunted Condition as normal).
  Most likely, the Fated will walk away from this 
  adventure with one or more ranks of the Haunted 
  Condition, ensuring that the legacy of Harrod’s 
  mansion will endure long after they leave the 
  Quarantine Zone…
  The Perfect Hiding Place: Attic
  If the artificial Soulstone has been hidden in 
  the attic, it’s located behind a secret panel in a 
  box seat under the window that overlooks the 
  front of the house. A thorough search (and a 
  TN 10 Notice Challenge) locates the panel, 
  which easily slides to one side. When the 
  Fated locate the panel, however, a bunch of 
  the junk stored in the attic merges together, 
  rises up like a massive snake, and attacks the 
  Fated. It attempts to toss some of the Fated 
  down the stairs or out the attic window before 
  focusing on smashing the rest. 
  Stats for the Junk Snake can be found on 
  page 32; if the Mechanical Soulstone is not 
  destroyed, the possessed equipment will 
  gradually begin to pull itself back together, 
  forming a new body in about two to three 
  minutes.
  If the artificial Soulstone is destroyed, 
  the souls trapped by it are freed and the 
  animated equipment falls to the ground in 
  an unmoving heap. All it takes in a single, 
  strong blow from a weapon (a 1 AP Action) 
  that deals at least 2 damage to permanently 
  destroy the device.
  
  Chapter 2: Adventure
  The Haunted Condition
  The idea of ghosts is something of a romantic fantasy 
  back on Earth, but in Malifaux, the restless spirits of 
  the dead are an unfortunate reality. While many of 
  these spirits were decent people in life, their deaths 
  have twisted them into creatures of anger and rage. 
  Like injured animals, they lash out at anyone that 
  crosses their spectral paths. 
   
  For the most part, ghosts tend to linger in the places 
  where they are killed. The Guild's Death Marshals 
  make it a point to perform regular exorcisms in the 
  important areas of Malifaux City, but the poorer 
  and less important areas of the city - such as the 
  various slum districts - don't have this luxury. The 
  Quarantine Zone is perhaps the most haunted area 
  in the entire city; the number of haunted buildings 
  beyond the barricades is far greater than those 
  without a spiritual occupant.
  Anyone setting foot within a haunted building risks 
  drawing the attention of these malevolent spirits. 
  While few of these spectral entities are capable 
  of manifesting as a creature capable of directly 
  threatening a character, that does not mean that 
  their attention is harmless. These spirits hate the 
  living and will do whatever they can to frighten, 
  torment, and eventually possess the object of their 
  obsession. 
  At the end of any day in which a character entered 
  a haunted building or otherwise came into contact 
  with hostile spirits (including any Haunted character 
  at the Sinister step or higher), she must pass a TN 10 
  Counter-Spelling or Necromancy Challenge or gain 
  the Haunted +1 Condition. 
  A character with the Haunted Condition can be 
  exorcised once per day by someone with at least one 
  rank in the Counter-Spelling Skill. Doing so requires 
  a TN 11 Counter-Spelling Challenge and lowers the 
  value of the Haunted Condition by -1, plus -1 per 
  Margin of Successs. 
  If the value of the Haunted Condition reaches 0, 
  the character is considered to be completely free of 
  spectral influence and the Condition is removed.
  Haunted +1: Every evening at sunset, increase the 
  value of this Condition by 1.
  Haunted Value & Symptoms
  • 1-4: Creepy. The spirits haunting the character 
  occassionally move objects around her and 
  sometimes whisper creepy things directly 
  into her ear. The character and everyone else 
  within a3 of her suffer a -1 penalty to their 
  Willpower Aspects. 
  • 5-8: Sinister. The spirits haunting the 
  character become more violent. This generally 
  manifests in the form of the character being 
  shoved into dangerous areas or sharp objects 
  flying through the air towards her, but other 
  minor telekinetic effects (such as locking doors 
  as the character flees from an enemy) are 
  possible. Once per Dramatic Time, or once 
  per day during Narrative Time, the spirits may 
  push the character up to 3 yards in a direction 
  of the Fatemaster's choice. Pushing characters 
  into open flames, off balconies, or in front of 
  oncoming trains are all favorites of the spirits.  
  • 9-12: Malevolent. Things start to get weird 
  around the haunted character. Threatening 
  words scratch themselves into the walls, ghostly 
  figures appear behind her in mirrors, and 
  chairs instantly stack themselves atop tables 
  when nobody is watching. These constant 
  manifestations from beyond the grave are as 
  disturbing as they are distracting, and as a result, 
  the character suffers a - to all Willpower duels.
  • 13+: Possession. At the final stage of the haunting, 
  the spirits tormenting the character possess her 
  body. The character loses all control over her 
  actions, and if she is a Fated character, she 
  becomes a Fatemaster character. It is technically 
  possible for a possessed character to recover 
  from this point, but the spirits possessing her 
  generally do everything in their power to prevent 
  this from happening. Mostly they just focus on 
  destroying everything the character holds dear 
  before forcing her to take her own life. 
  The Haunted Condition originally appeared 
  in Under Quarantine. It's been reprinted here 
  for ease of use.
  
  Fatemaster Characters
  Fatemaster Characters
  The following pages contain stat blocks for the 
  Fatemaster characters that the Fated are likely to 
  encounter over the course of the adventure. They 
  have been created with an eye toward ease of use by 
  the Fatemaster and are arranged in the order that 
  they appear in the adventure. 
  These stat blocks should provide Fatemasters with 
  everything they need to run the adventure and 
  challenge their players. 
  Depending on the situation, Fatemasters more 
  familiar with Through the Breach may want to adjust 
  some of these characters' Acting Values ahead of 
  time to create more or less of a challenge for their 
  players.
  Remember that this is your adventure! You should 
  feel free to adapt and add to it as you see fit.
  The Haunted Condition
  As a character's Haunted Condition 
  increases, 
  progressively 
  creepier 
  things 
  happen around her until the spirits haunting 
  her finally possess her body and force her 
  to kill her loved ones and then herself. The 
  Haunted Condition is described in detail on 
  page 25 in an excerpt of Under Quarantine.
  
  Harrod Vertigan
  From a young age, Harrod Vertigan was fascinated 
  with Soulstones. When the Breach reopened, he 
  made the crossing under the guise of opening up a 
  branch of his moderately successful import/export 
  business. In actuality, he intended to turn his efforts 
  and wealth toward contacting a member of the 
  Arcanists and purchasing a Soulstone. 
  His research into the strange properties of the magical 
  stone led him down a dark path, and soon Harrod 
  realized that the only way to truly understand how 
  a Soulstone worked was to watch it absorb a soul, 
  which led to his first murder. Many more followed, 
  and Harrod eventually moved his research away 
  from Guild patrols and into the Quarantine Zone. 
  For that, he made contact with Alexander Barrows 
  and made arrangements to purchase a large 
  mansion in the Barrows district of the Quarantine 
  Zone. Months passed, until eventually he had 
  a breakthrough and created an 
  artifical copy of the Soulstone. 
  Unfortunately, a wave of ethereal 
  energy washed through the city 
  on the night he was going to 
  unveil his discovery to his 
  Resurrectionist 
  neighbors, 
  overloading the artifical 
  Soulstone and ripping the 
  souls of Harrod and his 
  guests from their bodies.
  Harrod's willpower was 
  enough to enslave the 
  other spirits of the 
  manor to his will, 
  and now he exists as 
  a terrible composite 
  spirit who stalks the 
  halls of his former 
  mansion. 
  Harrod Vertigan, Goryo
  Might
  3
  Grace
  -1
  Speed
  3
  Resilience
  1
  Charm
  -3
  Intellect
  2
  Cunning
  1
  Tenacity
  3
  Enforcer (8), Spirit
  Defense
  5 (13)
  Walk
  6
  Height
  2
  Initiative
  5 (13)
  Willpower
  5 (13)
  Charge
  7
  Wounds
  7
  Skills: Artefacting 4, Engineering 3, Intimidate 2, Melee 3, 
  Necromancy 2C, Notice 2, Toughness 2.
  Incorporeal: This character ignores, and is ignored by, 
  other characters and terrain during any movement. 
  Reduce all damage this character suffers from Ranged 
  and Close Combat attack actions by half.
  Eternal Fury: This character may take the (2) Charge 
  Action as a (1) Action when targeting a character with the 
  Adversary Condition.
  Scent of Blood: This character gains the Fast Condition 
  when a Living character within 3 yards is killed by 
  another character.
  (1) Spectral Scalpel (Melee) 
  AV: 6 (14)  ========  Rg: y1  ====== Resist: Df 
  Target suffers 2/4/6 damage that ignores Armor.
  t  Mutilate: After damaging, the target receives the 
  Slow Condition.
  (0) Sunder the Soul (Necromancy/Tenacity) 
  AV: 5C (13C)  ======  Rg: 6  ======  Resist: Wp 
  Target suffers 1/3/4 damage that ignores Armor. If the 
  target is at negative Wounds, this attack deals +2 damage.
  CC Condemnation: After damaging, the target gains 
  the following Condition until the end of the turn: 
  "Adversary: Spirits gain + to Attacks targeting this 
  character."
  People
  
  Ghostly Cooks
  These aspiring Resurrectionists were hired by Harrod 
  to prepare and serve food during his gathering. 
  Neither of them were particularly pleased at taking 
  the job, but purchasing corpses from gravediggers is 
  expensive and they needed the money. 
  When the wave of aetherial energy washed through 
  the mansion, the cooks were both in the kitchen, 
  preparing food. Their souls were torn from their 
  bodies and trapped within the mansion, but unlike 
  the other spirits that often wander the mansion 
  aimlessly, the Ghostly Cooks tend to stay in the 
  kitchen. This is a mostly due to a combination of 
  the traumatic transition into the afterlife damaging 
  their minds and a general dislike for socializing with 
  others, whether alive or dead. At least in the kitchen, 
  the two of them can be miserable together. 
  Ghostly Cooks
  Might
  1
  Grace
  -1
  Speed
  2
  Resilience
  1
  Charm
  -4
  Intellect
  -1
  Cunning
  1
  Tenacity
  3
  Minion (5), Spirit
  Defense
  4 (9)
  Walk
  5
  Height
  2
  Initiative
  4 (9)
  Willpower
  5 (10)
  Charge
  6
  Wounds
  5
  Skills: Culinary 1, Intimidate 2, Necromancy 2C, Melee 3R, 
  Notice 2.
  Haunt: When this character is killed, the character that 
  killed it gains the following Condition: "Haunted +1: 
  Every evening before sunset, increase the value of this 
  Condition by 1."
  Incorporeal: This character ignores, and is ignored by, 
  other characters and terrain during any movement. 
  Reduce all damage this character suffers from Ranged 
  and Close Combat attack actions by half.
  (1) Cooking Knife (Melee) 
  AV: 4R (9R)  ======  Rg: y1  ====== Resist: Df 
  Target suffers 1/2/4 damage.
  CR  Cut to Ribbons: When damaging, gain + to the 
  damage flip.
  (1) Vengeful Shriek (Necromancy/Tenacity) 
  AV: 5C (10C)  ===== Rg: z12  ====== Resist: Df 
  Target suffers 1/2/3B damage. 
  C Infect: After succeeding, the target gains the Poison +1 
  Condition a number of times equal to the number of C 
  in the final duel total.
  People
  
  Stuffed Heads
  These stuffed and mounted animal heads are trophies 
  collected by one of the mansion's previous owners in 
  the days of the first Breach. They're a diverse lot, 
  with heads ranging from fearsome maulers and giant 
  snakes to stag-like beasts with impressive antlers. 
  Before the night of the Event, there wasn't anything 
  particularly special about the stuffed heads. 
  Afterwards, some of the mansion's new spirits 
  gravitated toward the trophy room and its stuffed 
  heads. They linger there still, watching quietly as the 
  years pass and the trophies on the wall gather more 
  and more  dust. 
  If disturbed, the spirits are anything but friendly. 
  They possess the stuffed heads and detach from the 
  walls, floating eerily across the room to circle around 
  their victims. The influence of the spirits animates 
  what remains of the dead animals, drawing snarls 
  and growls out of creatures that haven't had lungs in 
  over a century.
  Stuffed Heads
  Might
  2
  Grace
  2
  Speed
  1
  Resilience
  2
  Charm
  0
  Intellect
  -1
  Cunning
  -2
  Tenacity
  3
  Peon (Variable Rank Value), Spirit
  Defense
  4
  Walk
  5
  Height
  1
  Initiative
  4 (varies)
  Willpower
  5 (varies)
  Charge
  5
  Wounds
  Special
  Skills: Acrobatics 4, Evade 2, Notice 3, Pugilism 3, Track 1, 
  Wilderness 1.
  Collective Focus: This character has the following 
  Condition: "Rank Value +7: Treat this character's 
  Rank Value as equal to the value of this Condition. This 
  character does not add its Rank Value to its Defense."
  Flight: This character is immune to falling damage and may 
  ignore any terrain or other characters while moving.
  Floating Heads: This character may move and take 
  Actions without ending the Clamped On Condition. 
  Each time this character's Rank Value Condition is 
  lowered, it must lower the value of a single Clamped On 
  Condition it has given out by 1 (to a minimum of 0).
  Multiple Bodies: This character does not have Wounds; 
  when this character would suffer damage, instead reduce 
  its Rank Value Condition by 1, unless the attack dealt b 
  or p damage, in which case its Rank Value Condition 
  is reduced by the full amount of damage dealt. When the 
  Rank Value Condition reaches 0, this character is killed.
  (1) Bite and Gore (Pugilism) 
  AV: 5 (varies)  =====  Rg: y1  ====== Resist: Df 
  Target suffers 2/3/4 damage and gains the following 
  Condition: "Clamped On +1: This character has -1 Walk, 
  -2 Charge, and suffers +1 damage at the end of her turn. 
  The character that applied this Condition is carried along 
  if this character moves. If the character that applied this 
  Condition is killed, knocked unconscious, moves, or takes 
  any Actions, end this Condition."
  M  Rake the Eyes: After damaging, the target gains the 
  Blind Condition until she receives First Aid from the 
  Doctor Skill (TN 9).
  C Persistent Possession: After resolving, increase the value 
  of this character's Rank Value Condition by +1.
  People
  
  Malifaux Rats
  The rats of Malifaux are filthy creatures about the size 
  of a large cat or small dog. They're far more intelligent 
  than most humans suspect and in recent years, they 
  have taken to gathering together in swarms to emulate 
  human activity and behavior. These "Rat Kings," as 
  the rat catchers call them, have been spotted trying to 
  read newspapers or hold tea parties, though it's clear 
  that the rats are only mimicking human behavior 
  without understanding it... right?
  So prevalent are the rats in Malifaux City that the 
  Guild has offered a bounty on dead rats, which 
  has fueled a booming (but incredibly dangerous 
  and unpleasant) market for rat catchers. At first, 
  it might seem that catching rats would be easier 
  than hunting down escaped convicts or murderous 
  Nephilim, but the city's often cramped and always 
  dangerous sewers claim plenty of would-be rat 
  catchers each year. 
  A rat catcher's union of sorts has formed within the 
  city as a reaction to the dangers of the profession, 
  which are many. They work in pairs, which is 
  invaluable for escaping the crude traps that the rats 
  often leave for their hunters. These traps usually 
  take the form of few scrip or a shiny object placed in 
  an out of the way location, providing just enough of 
  an incentive to lure a greedy rat catcher into a place 
  where a pack of rats can easily swarm over them.
  Those lucky few who survive these attacks rarely 
  emerge entirely whole; in addition to chewing off 
  fingers and ears, the rats often carry a deadly plague 
  that sometimes finishes the grisly job they began. 
  Malifaux Rats
  Might
  -2
  Grace
  2
  Speed
  2
  Resilience
  -1
  Charm
  -5
  Intellect
  -1
  Cunning
  1
  Tenacity
  1
  Peon (4), Living, Vermin
  Defense
  4 (8)
  Walk
  5
  Height
  1
  Initiative
  3 (7)
  Willpower
  3 (7)
  Charge
  6
  Wounds
  3
  Skills: Acrobatics 1, Athletics 2, Martial Arts 2C, Notice 1, 
  Stealth 3, Wilderness 2.
  Plagueborn: This character is immune to the Blighted 
  and Infected Conditions.
  Puny: This character has -1 Wounds and may not make 
  disengaging strikes.
  (1) Yellow Teeth (Martial Arts) 
  AV: 4C (8C)  ======  Rg: y1  ====== Resist: Df 
  Target suffers 1/1/2 damage and gains the following 
  Condition: "Blighted +1: At the end of each day, 
  increase the value of this character's Blighted Condition 
  by exactly 1."
  C  Swarm: Immediately increase the final duel total of this 
  attack by the number of other Malifaux Rats that are 
  engaged with the target.
  The Blighted Condition
  As a character's Blighted Condition 
  increases, the symptoms of the plague she 
  carries become progressively more and more 
  severe until eventually she succumbs to her 
  illness and dies. Worse yet, the blight can be 
  easily spread to others, making it a significant 
  threat to the infected character's friends and 
  allies. The Blighted Condition is described 
  in detail on page 149 of Under Quarantine.
  If you're not using Under Quarantine in 
  your game, have the Malifaux Rat and Rat 
  King give out the Poison Condition instead.
  People
  
  Rat King
  Rat Kings are formed when multiple Malifaux Rats 
  swarm together into a great, tangled heap. The 
  resulting swarm often mimics human behaviors, 
  such as wearing clothing, and it grows very upset if 
  anyone stumbles across it during these moments of 
  crude pantomime. 
  The rats stagger forward, teetering and tilting to each 
  side as they all but throw themselves upon their 
  victim in a swarm of biting teeth. Worse yet, the 
  rats that make up a Rat King are often infected with 
  the plague, which makes them powerful vectors of 
  disease and sickness.
  Rat King
  Might
  0
  Grace
  -1
  Speed
  2
  Resilience
  3
  Charm
  -5
  Intellect
  -1
  Cunning
  1
  Tenacity
  2
  Minion (6), Living, Vermin
  Defense
  5 (11)
  Walk
  5
  Height
  1
  Initiative
  4 (10)
  Willpower
  6 (12)
  Charge
  6
  Wounds
  8
  Skills: Centering 4, Evade 3, Martial Arts 3C, Notice 2, 
  Toughness 2, Wilderness 2.
  Drawn to Contagion: This character may take the (2) 
  Charge Action as a (1) Action when targeting a character 
  affected by the Blighted Condition.
  Into the Swarm: At the start of this character's turn, it 
  may absorb all Malifaux Rats within 3 yards to heal 1 
  damage for each Malifaux Rat absorbed in this way. The 
  absorbed Malifaux Rats are effectively killed.
  Plagueborn: This character is immune to the Blighted 
  and Infection Conditions.
  (1) Swarm of Yellow Teeth (Martial Arts) 
  AV: 5C (11C)  =====  Rg: y1  ====== Resist: Df 
  Target suffers 1/1/2 damage and gains the following 
  Condition: "Blighted +1: At the end of each day, 
  increase the value of this character's Blighted Condition 
  by exactly 1." If this character has half or more of its 
  Wounds remaining, it gains a + to the attack flip.
  t  Overwhelm: After damaging, take this Action again 
  against the same target. This attack has -1 AV for each 
  other time this Trigger has been declared this turn.
  People
  
  Possessed Equipment
  These pieces of equipment have been possessed by 
  spirits which wish to protect the artificial Soulstone 
  that sustains their spirits from those that might destroy 
  it. Though comprised of little more than discarded 
  junk and abandoned laboratory equipment, when 
  given life by malicious spirits, they can be quite 
  dangerous and deadly. 
  Because neither of these masses of equipment have 
  any sort of mechanical components keeping them 
  together - only sheer willpower and hatred - they 
  can be quite difficult to disassemble. Worse yet, the 
  spirits animating the equipment aren't defeated with 
  their physical forms; it's often just a matter of time 
  before they pull together more items and equipment 
  and create a new body for themselves.
   
  Basement Tables
  Might
  3
  Grace
  3
  Speed
  2
  Resilience
  2
  Charm
  -3
  Intellect
  -3
  Cunning
  -3
  Tenacity
  3
  Enforcer (7), Construct, Spirit
  Defense
  2 (9)
  Walk
  5
  Height
  3
  Initiative
  4 (11)
  Willpower
  5 (12)
  Charge
  6
  Wounds
  8
  Skills: Flexible 2M, Melee 3, Notice 2, Toughness 3.
  Armor +2: Reduce all damage suffered by this character 
  by +2, to a minimum of 1.
  Hard to Wound +1: Damage flips against this character 
  suffer -.
  (1) Blades and Saws (Melee) 
  AV: 6 (13)  ========  Rg: y2  ====== Resist: Df 
  Target suffers 3/4/5 damage.
  C  Knicked an Artery: After damaging, the target must 
  discard a card or gain the Bleeding Out Condition. 
  (0) Flailing Straps (Flexible) 
  AV: 5m (12m)  =====  Rg: z5  ====== Resist: Df 
  Target suffers 1/2/3. This Action can be taken even while 
  engaged.
  M Lash to the Table: After succeeding, the target gains 
  the following Condition until this character is killed 
  or takes this Action again: "Strapped Down: This 
  character may not take Walk or Charge Actions and 
  suffers a -- on any attacks or attempts to cast Spells 
  or Manifested Powers.
  Junk Snake
  Might
  2
  Grace
  2
  Speed
  3
  Resilience
  2
  Charm
  -3
  Intellect
  -3
  Cunning
  -3
  Tenacity
  3
  Enforcer (7), Construct
  Defense
  3 (10)
  Walk
  6
  Height
  3
  Initiative
  5 (12)
  Willpower
  5 (12)
  Charge
  7
  Wounds
  8
  Skills: Notice 2, Pugilism 3, Thrown Weapons 2, Toughness 3.
  Armor +2: Reduce all damage suffered by this character 
  by +2, to a minimum of 1.
  Constriction: This character gains ++ to disengaging 
  strikes, and its disengaging strikes deal damage.
  Slither: If this character takes the Run Action, it may make 
  a free 1 AP Close Combat attack against a legal target at 
  the end of its movement.
  (1) Slam Aside (Pugilism) 
  AV: 4 (10)  ========  Rg: y3  ====== Resist: Df 
  Target suffers 2/3/6 damage and takes the Drop Prone 
  Action.
  R  Toss: After suceeding, push the target up to 10 yards in 
  any direction.
  (1) Hurl Junk (Thrown Weapons) 
  AV: 4 (11)  ========  Rg: z6  ====== Resist: Df 
  Target suffers 1/3/4 damage. This Action can be taken even 
  while engaged.
  People
  
  ...characters who are courageous enough to 
  brave its gloomy depths. 
  The thing about unquiet spirits is that they’re 
  rarely very quiet. This is annoyingly clear to 
  a Resurrectionist who lives next door to a 
  haunted mansion that is filled with loud, noisy 
  ghosts that seem determined to keep him up 
  at night. Surely the Fated can put them to rest 
  and help him get a good night’s sleep?
  Ghost House is a location-based One Shot 
  adventure for the Through the Breach roleplaying 
  game. It requires the Fated Almanac to play. 
  WYRD-GAMES.NET
  © 2005-2016 Wyrd Miniatures, LLC
  The haunTed 
  Mansion 
  awaiTs...
  
SOURCE: textdata/thevault/Through the Breach/Through the Breach - Penny Dreadful - One Shot - Ghost House.pdf