Ghastly Affair 4 x 6 Inch Character Card Now Available For Download

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This double-sided card unchains you from the game table! Its small size saves space, and facilitates live-action style play. It’s a full character record sheet for the Ghastly Affair rpg, designed to be printed on a standard 4 x 6 inch blank index card. Despite its portable size, there’s plenty of space to write. Take pictures of the front and back of your completed card with your mobile device – it should remain readable on most phone and tablet screens. Worry about your character’s dark schemes and desperate desires – not where you’re going to put your character sheet!

The Ghastly Affair 4 x 6 Character Card is available in the Download section.

Remember to set your printer up for 4 x 6 index cards before printing.

Frankenstein and his Creature for the Ghastly Affair RPG

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Frontispiece to Frankenstein 1831

Next week is the 200th Anniversary of the famous night when eighteen-year-old Mary Shelley conceived the idea for her immortal novel “Frankenstein; or, The Modern Prometheus”. In honor of that event (which also resulted in the creation of the first modern vampire tale), I present Victor Frankenstein and his Creature, described for use with the Ghastly Affair role-playing game! The descriptions are inspired primarily by the original text, so there may be some surprises for those who only know the cinematic versions of the two characters. For example, not only is Victor’s first language French, it is the primary tongue of his fast, agile, and eloquent Creature! Although Victor dies in the original novel (and the Creature proclaims that he will kill himself), here we’ll assume that both actually survived the events if the story to continue their battle.

Victor Frankenstein (1798)
The Modern Prometheus

Full Name: Victor Frankenstein
Aliases: Doctor Frankenstein
Class: Mad Scientist
Level: 7
Appearance/Most Memorable Characteristic: Well-dressed, but sullen and wild-eyed. Prone to gnashing his teeth.
Age: 30

Charisma: 11 Intelligence: 19 Wisdom: 9
Strength: 9 Dexterity: 12 Constitution: 15
Perversity: 14
Assets: Talent for Science
Afflictions: Obsessive (currently obsession is destroying his Creature)

Speed: 9
Hit Points: 28
Attacks: 1 (pistol or dagger). +2 Damage Bonus

Special Abilities: Academic Credentials (University of Ingolstadt), Laboratory (Mobile), Mad Inventions (see below), Monstrous Servants (see below), Scientific Knowledge
Weaknesses: Attracts Angry Mobs, Incurable Madness (Manic-Depression with Hallucinations),

Typical Equipment Carried: 1 set of fine clothes. A personal journal detailing his pursuit of his creature (on many pages of which are also scrawled pleas for “William”, “Justine” “Henry” and Elizabeth” to forgive him). A loaded pistol. A dagger. A purse with 5,000p in local currency. Ointment of Close Wounds (7 doses). Magnetizing rod of Mending (7 uses). Powder that will Purify Food and Drink (7 doses). Eyewash of Nightvision (7 does in vial). Glass globe filled with a chemical that will emit Light when shaken properly (7 uses). Ointment of Ignore Pain (7 doses).

Residence: Originally Geneva – now of no fixed abode.

Background: Victor Frankenstein was born to a wealthy family in Geneva, the son of Alphonse and Caroline Frankenstein. As a boy he became fascinated with electricity after seeing a tree blasted by lightning. He read the books of ancient alchemists and magicians, hoping to replicate their abilities. A brilliant student, he studied chemistry at the University of Ingolstadt (home of the Bavarian Illuminati). There he isolated the force that animates all life, and discovered how he could bestow it upon dead flesh. He built a humanoid Creature from stolen corpses and animal parts scavenged from slaughterhouses, but fled from the laboratory in horror once it awoke. When Victor returned, the creature was gone. Returning to Geneva, Victor discovered his young brother William had been killed by the Creature, who also framed Victor’s beloved family servant Justine for the murder. The Creature confronted Victor in the mountains, and after relating the sad tale of his miseries among humanity, demanded that Victor create a female to be his mate. Victor consented, and after some wandering he retired to Scotland to build a female body. Overcome by fear of her potential for evil, however, he destroyed the female body before reanimating her. The betrayed Creature promised revenge against Victor, and murdered his creator’s friend Henry Clerval (a crime for which Victor was later detained in Ireland). Victor eventually returned to Geneva, where he married his beloved cousin Elizabeth. On their wedding night, however, Elizabeth was strangled by the vengeful Creature. Driven completely mad by the experience, Victor swore to chase the Creature and finally destroy him. Lured to the Arctic by his creation, Victor was found by an explorer’s ship. Delirious and overcome by the elements, he related his story to the ship’s captain, and apparently expired. Frankenstein didn’t actually die on the ship, however, but was brought to England instead. He and the Creature now chase each other across Europe. Frankenstein seeks to finally destroy the Creature, as the Creature plots to inflict ever more miseries upon his creator.

Personality and Role-Playing Notes: Victor is sensitive and well-spoken, but suffers from alternating fits of ranting mania and morbid melancholy. He sometimes talks to his dead family and friends as if they were there, and will insist that invisible spirits aid him. He is consumed with profound guilt and shame, and feels responsible for everyone his Creature has killed. Victor’s first language is French, but he also speaks fluent German and English. He speaks some Russian as well, but is not fluent.

Victor Frankenstein in Your Game: Victor could be a family friend of one of the Player Characters, arriving on their door bearing a letter of introduction (and with a mobile laboratory in tow). Alternately, they could encounter him at an inn, or in an academic setting. He will tell his story to whoever will listen. Since Victor went to University in Ingolstadt, Presenters who want to introduce some intrigue into their games could make him a member of the Bavarian Illuminati. Mad Scientists who want to learn the secret of reanimation might seek out Frankenstein. Perhaps Victor is himself creating another Wretch to help him destroy his first creature, and requires the aid of a Player Character Grave Robber. Maybe he has already created a a second (or even third) creature that has also gone rogue, and now Frankenstein has to contend with multiple monsters that hate him!

The Mad Inventions indicated are ones that fit in with Victor’s actions and character as described in the novel. If you would rather make a completely-deranged Victor into a terrifying Antagonist for the PCs, give him these Mad Inventions instead of the ones listed above:
Vial of a drug that allows him to Beguile (7 doses)
A salve that will Cure Light Wounds (7 doses)
A tube that shoots Lightning Bolts (7 uses)
Also, give him a 7th Level Degenerate (or possibly a new Reanimated Wretch) as a Monstrous Servant. In that case, Frankenstein’s original Creature might become a powerful ally for the PCs.


Frankenstein’s Creature (Reanimated Wretch) (1798)
Victor Frankenstein’s tragic creation, dark twin, and sworn enemy.

Full Name: The creature has no name.
Aliases: The Daemon, The Fiend, The Monster, The Wretch
Creature Class: Monster
Level/HD: 5
Appearance/Most Memorable Characteristic: An eight-foot tall man with yellowish skin textured like mummy’s, but shockingly fast and agile. His hair is long and lustrous black, and his pale, watery eyes are sunken in their sockets. His cheeks are likewise sunken, and his lips are a straight black gash across the face. His veins and ropy muscles are prominent under his almost translucent skin, and he appears to have no body fat at all. On close examination his facial features appear to be a grotesque parody of Victor Frankenstein’s.

Charisma: 8 Intelligence: 15 Wisdom: 10
Strength: 40 Dexterity:18 Constitution: 20
Perversity: 14
Assets: Resistant to Cold Weather
Afflictions: Obsessive (inflicting misery on Victor Frankenstein, obtaining a mate)

Armor Class: 6
Speed: 13
Hit Points: 30
Attacks: 1 (strangle, punch, or weapon). +5 Damage Bonus

Special Abilities: Difficult to Control, Fast Learner
Weaknesses: Emotionally Unstable

Typical Equipment Carried: A set of clothes re-sewn from smaller ones. A loaded musket. 3 loaded pistols. A knife. A haversack filled with preserved food. A pouch with bullets and wadding. A powder horn.
Residence: Wherever Victor Frankenstein is.

Special Abilities
Difficult to Control: Any attempt to control the mind or emotions of Frankenstein’s Creature through Preternatural Effects will result in the creature reacting in a random manner.
Fast Learner: Frankenstein’s Creature learns languages and other complex subjects in half the usual time. He needs only be shown an action once to remember how to perform it.

Weakness
Emotionally Unstable: Frankenstein’s Creature has great difficulty controlling his emotions. He can turn from despondent to furious in the course of a conversation. Canny opponents can manipulate him by playing on his feelings, although (as in indicated above) any attempt to do so through Preternatural means will almost certainly end in catastrophe.

Background: The Creature was awakened to life in Ingolstadt, but found himself abandoned and alone. His mind blank, he grabbed a nearby object and wandered off into the night. He eventually found himself hiding out in the hovel attached to a farmhouse inhabited by a family of French exiles. By watching them he learned to speak and read. When he tried to reveal himself, however, they rejected him and fled the farm. After learning to read he had realized that the object he took from the laboratory was Victor Frankenstein’s journal. Reading it, he realized what he was, and sought he creator’s home. In Geneva he found Victor’s young brother, killed him in a fit of rage, and framed a family servant for the murder. He confronted Victor in the mountains around Geneva, and told Victor that if he would create a mate for the Creature, the two of them would leave to live in the wilds of South America, away from humanity. The Creature followed Victor all the way to the Orkney Islands of Scotland to watch his mate being made. Frankenstein betrayed his Creature, however, and destroyed the female body before animating it. Enraged, the Creature set on a path of vengeance, killing both Victor’s friend Henry, and his bride Elizabeth. Intending to prolong and intensify Frankenstein’s suffering, the Creature then lured him to the Arctic. All along the way the Creature left Victor taunting messages and food. Frankenstein appeared to expire after being picked up by an explorer’s ship in the ice. The Creature has learned, however, that his creator did not in fact die on that ship, but has escaped back to Europe.

Personality and Role-Playing Notes: The Creature speaks in a startlingly articulate and eloquent manner that seems completely at odds with his monstrous appearance, and will pepper his speech with frequent literary allusions. He is consumed with self-loathing, and will hide his face whenever possible. Although he will sometimes speak of himself as the first member of a superior species, in truth, he wants nothing more than for someone to truly love him. He feels every slight and hurt deeply, but is quick to respond to overtures of friendship. The instant a friend proves untrue, however, the Creature will fly into a murderous rage, not caring who he hurts in his expression of anger. After such rage, he will deny responsibility for any consequences, and blame whoever made him angry. Above all, the Creature hates his creator, Victor Frankenstein. He does not want to kill Victor, however, but instead wants him to live and suffer in misery. The Creature is essentially Victor’s shadow-self, an inescapable reminder of his maker’s failings and vices. His emotional extremes of manic rage and bottomless despair mirror Frankenstein’s own. The Creature’s first language is very proper and aristocratic French, but he has learned every major European language.

Frankenstein’s Creature in Your Game: Whatever Frankenstein does, the Creature will oppose it. The primary obsession of the Creature is inflicting misery on Victor, but also still desires to have a mate. On the night of his creation the Creature left the laboratory with Victor’s notes, so the Creature could be spreading knowledge of the techniques to create more Reanimated Wretches like himself. If the Presenter is making Victor Frankenstein an Adversary for the the PCs, the Creature may decide to aid them. On the other hand, characters who align themselves with Victor will gain the boundless enmity of the Creature.

Items in a Cabinet of Curiosities

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Cabinet of Curiosities 1690s Domenico Remps

Cabinets of Curiosities, (also known as kunstkammers) were small private museums often found in wealthy homes (such as Highdark Hall) prior to the 20th Century. Typically housed in a single room, such collections could contain curios ranging from the delightful to the macabre. As discussed in the Ghastly Affair Presenter’s Manual, the strange Cabinet of Curiosities is a great place to begin a story.

Roll 1d10 times on each table (Animal, Vegetable, Mineral, and Artifacts) for every 10 foot square section of the Cabinet. Alternately, use the tables to help determine an object that a collector may commission the Player Characters to obtain on their behalf.

Animal Curiosities (d20):

  1. A horn grown from a human forehead
  2. Alligator / crocodile / python hide
  3. Bezoar stone
  4. Bones of a prehistoric animal
  5. Colorful eggs
  6. Crustacean shells (crab, lobster, crayfish, etc.)
  7. Deformed babies (preserved in jars)
  8. Dried seahorse(s), or starfish(s)
  9. Feathers from a tropical bird
  10. Human corpse(s), flayed, embalmed, and posed.
  11. Mounted bird(s)
  12. Mounted insects (butterflies, beetles, spiders, etc.)
  13. Narwhal tooth
  14. Paper wasp nest
  15. Preserved animal(s) (in jar[s])
  16. Seashell(s), unusual
  17. Skeleton(s)
  18. Skull(s) (human, animal, deformed)
  19. Taxidermied animal(s)
  20. Two-headed animal taxidermy

Vegetable Curiosities (d20):

  1. Bamboo sample
  2. Bottle gourd
  3. Cactus
  4. Carnivorous plant
  5. Coco de mer
  6. Dragon’s blood resin
  7. Dried Fungus
  8. Exotic Wood
  9. Frankincense (or myrrh) resin
  10. Hashish
  11. Leaf from every species of tree in the country
  12. Loofah sponge
  13. Mandrake root
  14. Opium
  15. Papyrus
  16. Pine cone(s)
  17. Pressed flower(s)
  18. Rose of Jericho (Resurrection Plant)
  19. Seeds
  20. Tagua Nut (Vegetable Ivory)

Mineral Curiosities (d20):

  1. Agate
  2. Asbestos cloth
  3. Bones encrusted with minerals
  4. Clay, exotic
  5. Coral(s) (shaped like a hand, or other object)
  6. Diamond
  7. Flint arrow heads
  8. Fool’s gold
  9. Fossil(s)
  10. Geode, split
  11. Gold nugget
  12. Hag stone (non-enchanted stone with natural hole)
  13. Hematite cube
  14. Jade sample
  15. Mercury in vial
  16. Meteorite
  17. Obsidian
  18. Opal
  19. Pearls, exotic (baroque, blue, black, etc)
  20. Petroleum in a vial

Artifacts & Relics (d20)

  1. African mask
  2. Ancient amulet(s) (Assyrian, Egyptian, Greek, Roman, etc.)
  3. Bizarre painting(s), drawing(s) or print(s)
  4. Chinese acupuncture needles
  5. Document written in invisible ink
  6. Egyptian mummy
  7. Glass model of a sea animal
  8. Idol from the South Seas
  9. Indian or Aztec religious statue
  10. Iron maiden
  11. Microscope(s)
  12. Mirror(s)
  13. Mummified “mermaid” made from a monkey and fish stitched together
  14. Porcelain with glaze that changes colors in heat.
  15. Rare or strange book(s) (bound in human skin, on forbidden topic, written in an unknown language, etc.)
  16. Spyglass
  17. Strange cloth (changes colors from different viewing angles, unusual color, etc.)
  18. Torture instruments (pincers, skinning knives, whips, the pear of anguish, etc.)
  19. Wax anatomical model
  20. Weird Object (Hand of Glory, Imp Bottle, etc.)

Costumes and Disguises at the Masquerade Ball

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The people of the 18th Century delighted in Masquerade Balls. Sometimes the revelers would be dressed in fanciful outfits, and sometimes the mask would be their only disguise. The anonymity of the costume and mask seemed to melt away inhibitions, leading to numerous amorous intrigues. Cross-dressing (en travesti) was particularly popular, and many women took the opportunity to wear scandalously revealing clothes they would never dare attempt in ordinary life.

Presenters and Game Masters can use the following tables to randomly determine (or select) the costumes and masks worn by revelers at Masquerade Balls in their games. Players can use the tables as inspiration for the next Masquerade Ball their PC attends!

Male Costumes (roll d20)

  1. Chinese Mandarin
  2. Death
  3. The Devil
  4. Domino (black cloak)
  5. Dragon
  6. Egyptian Pharaoh
  7. En travesti – Laundress / Maid
  8. En travesti – Noblewoman
  9. En travesti – Nun
  10. Harlequin (Motley)
  11. Medieval Knight
  12. Medieval Nobleman
  13. Monk
  14. Native American
  15. Roman Senator
  16. Satyr
  17. South Seas Warrior
  18. Sultan
  19. Tree, or other plant
  20. Wildman

Female Costumes (roll d20)

  1. Bacchante
  2. Chinese Empress
  3. Columbina (the flirty servant girl of the Commedia dell’arte)
  4. Diana, Goddess of the Moon and Hunt
  5. Egyptian Queen or Priestess
  6. En travesti – Highwayman
  7. En travesti – Pageboy
  8. En travesti– Fop / Dandy
  9. Harem Girl
  10. Medieval Damsel
  11. Mermaid
  12. Nun
  13. Nymph
  14. Roman Matron
  15. Shepherdess / Milkmaid
  16. South Seas Woman
  17. Sultana
  18. Swan
  19. Sylph (with butterfly or dragonfly wings)
  20. Venus

Masks (Roll d20)

  1. Bauta (a full mask with a large nose, prominent brows and no mouth, but the triangular lower edge projects far forward and is open underneath. The wearer can therefore eat and drink without removing their disguise. Typically worn with the tricorn hat)
  2. Bird (Dove, Eagle, Hawk, or Owl)
  3. Bull
  4. Canine (Fox, Hound, Jackal, Wolf)
  5. Cat (House-cat, Leopard, Lion, Tiger)
  6. Colombina (a half-mask for women similar to a Domino, but covering the cheeks and ornately decorated)
  7. Devil / Demon
  8. Domino (the classic black oval mask covering the area around the eyes and nose)
  9. Dragon
  10. Equine (Ass, Horse, Unicorn, Zebra)
  11. Greek Comedy Mask
  12. Greek Tragedy Mask
  13. Green Man (or Wildman)
  14. Harlequin (a black half-mask mask with highly arched eyebrows and two horn-like bumps on the forehead)
  15. Larva (a full mask with all the facial features indicated, usually stark white, and possibly decorated)
  16. Moretta (a black oval mask for women, covering the face but without an apparent mouth. The mask is kept on by a peg held between the wearer’s teeth)
  17. Pantalone (a half-mask with a large nose and arched eyebrows, meant to represent a scheming old man)
  18. Plague Doctor (a full face mask with round eye holes and a long beak in place of nose and mouth)
  19. Skull
  20. Zanni (a half-mask with an absurdly long nose and sloping forehead)

Notes:

A costumed reveler at a Masquerade will generally either wear a matching mask, or else a simple Domino-style mask. If an attendee is not costumed, use the table to determine their disguise.

Many of the masks worn at Masquerades throughout Europe in the 18th Century were derived from those used in Venice during Carnival, and in the Italian Commedia dell’arte. In Venice such masks had specific cultural meanings, and the wearing of some (such as the Bauta) was regulated by custom and law. Party-goers elsewhere might freely wear any style of mask, however.

The mask might be worn tied to the face, or just as often be attached to a stick or baton so the disguise can be easily donned and doffed. Sometimes instead of an actual mask, the area around the eyes could be painted with burnt cork in a manner similar to a Domino.

20 Cursed and Haunted Beds

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The astrologer of the nineteenth century (1825) (14577266807)

The grand canopied beds of the late-18th and early-19th Centuries, with their intricate carvings and dark hanging curtains, were often more like miniature rooms than simple furniture. An old bed might have a past as storied (and tragic) as the house itself. Visitors to an ancient manor or castle might find themselves in ancient bed that is more than a simple vehicle of pleasure and rest. Whether retiring for the night, or engaging in a clandestine affair, the unlucky occupant of such a bed may be confronted with the dark forces that fester in the corners of reality.

Some of these hauntings will invite further investigation – others are simply bits of interest to enliven a Gothic game or story.

20 Cursed and Haunted Beds

  1. If sleeping alone in the bed one will experience the unmistakable sensation that someone or something is lying next to them, but there is never anyone there.
  2. When the curtains are drawn the faint sound of an indecipherable conversation can sometimes be heard, but when the curtains are opened nobody is in the room.
  3. At 2:00 AM every night, the bed smells inexplicably like jasmine and musk, the favorite scent of the lady who was murdered in the bed by her jealous husband over 30 year ago. At 2:00 AM, of course.
  4. The bedclothes always become inexplicable messy, no matter how many times they are fixed during the day. It never happens if the bed is watched, but as soon as someone looks away the sheets become rumpled. Eventually the haunting will escalate to the point that the bed-sheet forms itself into a noose tied to a crossbar of the bedposts. The former occupant of the bedchamber hung themselves in such a way.
  5. The bed is oddly warm, even on cold days. Sometimes at night, there is a soft sound like someone breathing, and the mattress seems to rise and fall slightly. If the wood of the bed is ever nicked, it will bleed.
  6. People who sleep on the bed are oddly pale and weak in the morning, but don’t remember having any trouble sleeping. In fact, occupants always have a perfect, dreamless sleep.
  7. Those who sleep in the bed will have a dream that consist of a random memory from one of the bed’s previous occupants.
  8. The bed-curtains randomly pull themselves open for no apparent reason.
  9. The insides of the bed-curtains are printed with pictures of people and animals that change position overnight.
  10. Anyone who sleeps in the bed will dream of being chased down a basement corridor past a red door. This is a clue to finding the hidden body of someone who was secretly murdered in the house many years before.
  11. It sometimes looks at though someone is sleeping underneath the sheet, but if it is removed there is nobody there.
  12. In the morning the curtains and bedclothes are ripped to shreds, as if some wild beast had attacked them. There are threads in the sleeper’s mouth, and under their nails.
  13. The sleep will be awakened in the night by the feel of invisible fingers softly caressing their head.
  14. The sleeper will awaken in the middle of the night to the sound of soft whispers saying “marry me, or I am lost forever”. Next to them is a rotted corpse in a wedding dress, leaning in for a kiss.
  15. In the morning the sleeper finds 16th century Spanish Doubloons in the bed, which was once owned by a pirate captain.
  16. In the middle of the night a footman in an old-fashioned livery will awaken the sleeper, claiming that the house is on fire and all the guests need to evacuate. When the character is brought out into the garden the footman disappears and it is obvious there is no fire. Investigation in the morning reveals that no such footman works at the house, but he does match the description of a servant who burned to death at a fire in the house 50 years ago.
  17. Bloods continually appear on one of the club-like bedstaves, no matter how many times it is wiped off. That bedstaff had been used by a former occupant of the chamber to murder her children while they slept.
  18. Once the bed-curtains are closed they will disappear, revealing that the bed now lies in a glade within a deep forest. The forest is the one from which the wood for the bed was obtained.
  19. The bed is either extremely moralistic, shaking uncontrollably if anybody but a married couple makes love in it, or jealous, similarly shaking if a married couple has sex in it.
  20. Those who fall asleep in the bed will dream of killing a local peasant family. In the morning the sleeper(s) will find out that the exact family they dreamed about was actually murdered in the night. There is no way the sleepers could have exited the room without being observed, however.

What’s Down the Dark Alley?

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Roll a d20 on the following table to determine what the characters encounter when they foolishly decide to explore that narrow street where the sunlight refuses to dwell. The results are skewed towards a late 18th Century Gothic milieu, but would also be appropriate for most dark fantasy (and even some modern horror) games as well.

The Characters Find…

  1. A crime in progress (murder, robbery, etc.). The perpetrators may be dressed as animals, be wearing Carnival masks, or may even be the King and his courtiers in disguise!
  2. A mysterious shop that seems to sell antiquities, run by an unhelpful and shriveled old man with an unknown accent. The shop sees much large on the inside than it looks from the outside.
  3. A stinking pile of rotting garbage, with a peek of something shiny within. Perhaps it is a valuable object that was lost or deliberately hidden.
  4. A swarm of rats or insects rushing from an open door.
  5. A small shrine to an obscure saint, with inexplicable offerings left before it. The prayer to the saint is scrawled on the wall nearby, but there is no indication of what the petitioner should expect to receive.
  6. A pool of blood, but no body. Bloody footprints lead from the pool straight to a wall, and then up it.
  7. The remains of corpses stolen from their graves and then dissected by medical students. Naturally, one is a deceased friend or family member.
  8. A corpse with a mysterious object in its hand (key, unsent letter, etc.)
  9. A seedy tavern patronized by hostile people who do want to be found. The tavern may be a cover for a criminal operation of some kind (kidnapping, fencing stolen goods, etc.).
  10. The unassuming entrance to a palatial home. The inhabitants are dressed in an oddly out-of-fashion manner, and speak with archaic accents.
  11. Strange footprints in the mud / snow / dirt, seemingly left by some animal that should not be present (tiger, bear, bipedal goat).
  12. Gamblers playing dice, and making strange bets (a hand, the memory of their first love, the taste of sweetness).
  13. A prostitute servicing a client. One or both of them may actually be well-known members of High Society.
  14. The King of the Beggars holding court.
  15. A private club that caters to those with peculiar tastes. The password for entrance will be coincidentally easy to guess. Everyone inside is masked, impeccably dressed, and speaks with an aristocratic accent.
  16. The entrance to a street that is not on any map, and shouldn’t exist.
  17. The sound of weird chanting comes from a second-story window, followed by the sound of objects breaking, and screams. A headless body crashes through the window, and falls into the alley.
  18. A sinkhole, crudely covered up with boards. There are signs of habitation in the cavern below.
  19. A group of children playing an unknown game with strange and intricate rules, while they sing a song with ominous (or slanderous) lyrics.
  20. The studio of a mad artist, creating a work with dimensions that seem to constantly change, in colors that cannot exist.

20 Ominous Weather Events

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Here are twenty examples of portentous meteorological phenomena besides the generic “dark and stormy night”! Use them as background (or even central plot points) in your Gothic, horror, science-fiction, or fantasy games/stories. Surprisingly, many of the events described below have actually been reported. More examples of bizarre weather throughout history can be found in the books of Charles Fort, and at http://www.phenomena.org.uk/index.html.

20 Ominous Weather Events

  1. A fireball streaks across the sky.
  2. Small fish or frogs fall in a rain.
  3. A rain of small stones.
  4. The entire sky suddenly darkens (during the say) or illuminates like midday (at night).
  5. A fall of enormous, strangely colored hailstones (blue, green, red, etc.).
  6. A red rain.
  7. Green or purple lightning.
  8. The clouds form the unmistakable form of a human skull.
  9. All the stars have disappeared, but there are no clouds.
  10. A sticky, gelatinous substance falls from the sky.
  11. Freakishly unseasonable precipitation (a blizzard in the summer, warm rain on a freezing winter’s day, etc.).
  12. Sparks fall from the sky.
  13. Large raindrops fall, emitting electric discharges on any conductive materials they hit.
  14. Caustic rain that burns like lye.
  15. A howling wind that sounds like a clearly comprehensible word.
  16. A number of glowing orbs move slowly across the sky.
  17. A swarm of common insects (ladybugs, flies, butterflies) so large and dense that it obscures the sun.
  18. Rain falling only on a single house, tree, or other feature. The sky is clear all around it.
  19. The sound of galloping horses in the turbulent clouds overhead.
  20. A tornado, in which swirls numerous corpses lifted from shallow graves.

20 Weird Mornings

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Roll a d20 to determine what bizarre situation awaits a character once they open their eyes.

The Character Wakes Up To Find…

  1. Their mouth full of black feathers.
  2. They are wearing the clothing and body-paint of a distant, primitive tribe.
  3. A headless body lying next to them.
  4. They have become an animal (but retain the ability to speak).
  5. Their entire body covered with iridescent scales.
  6. Bags of money strewn around their bedchamber.
  7. Themselves naked, surrounded by beautiful (and also naked) people they can’t identify.
  8. Themselves in a cell, charged with a bizarre crime (theft of the color orange, contempt of gravity, etc.).
  9. An extra eye in the middle of their forehead.
  10. The whole world is upside down (i.e., they are asleep on the ceiling and looking down on the floor).
  11. Everyone else in the world has become a walking, talking skeleton.
  12. They now have wings.
  13. The entire population of the town has vanished.
  14. A door in the wall of their bedchamber, that wasn’t there when they went to sleep.
  15. They are standing outside of their body, which is still asleep.
  16. Everything that was once delicious is now disgusting, and everything that was disgusting is now delicious.
  17. The world is subtly different, because a certain historical event apparently never happened.
  18. It is still dark, because dawn never came.
  19. A letter inviting them to join the “Sodality of the Desolate”.
  20. A small man perched on their chest, asking if “today is the day we finally make our move”

Highdark Hall: The Enclosed Park & Outbuildings

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Highdark Hall - Park and OutbuildingsPresenting the latest addition to the popular Highdark Hall series, The Enclosed Park & Outbuildings. Venture outside the great house, and wander the gardens, strange follies, and haunted landscapes of the surrounding park. Highdark Hall‘s parkland is an incongruous spot of green amid the desolate moorland that surrounds it, and the seemingly natural landscaping of the park is mostly artificial in origin. It was a massive undertaking to create, and requires constant work to maintain. Rumors insinuate that the strange fertility of the parkland may also have another, more disturbing explanation.

Use the map for your Gothic, horror, and even steampunk games, or just lose yourself in dark reverie as you mentally explore the grounds. Imagine what secrets lie buried (quite literally) on the property.

Coming soon are descriptions of the parkland features, and details on the outbuilding servants (as well as the ornamental hermit paid to live on the grounds, dressed as an ancient Druid!)

20 Shocking Revelations About a Character

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Because everybody needs some terrible mystery in their personal history! Roll a d20 to determine a horrible secret about the past of a Player Character, Secondary Player Character, or Non-Player Character. Perfect for Ghastly Affair, or any other Gothic, Horror, or Dark Fantasy RPG.

20 Shocking Revelations About a Character

  1. The character and their True Love are actually long lost siblings (or parent and child).
  2. The patron (or best friend) of the character is actually the source of the local horrors.
  3. The horrible, bloody dreams of the character are actually memories of their childhood in a household of cannibals.
  4. The character is actually a crazed murderer in a temporary fugue, or is the unknowing Alter Ego of a Mad Scientist. All their memories of the past are false.
  5. The Devil (or another figure of supernatural evil) was promised the character as their infernal bride, in payment for some dark service.
  6. The real parents of the character are the realm’s most infamous traitors, whose baby was taken from them.
  7. The character is actually a Changeling, made from forest detritus animated by fairy magic.
  8. The character was “coffin-born” to a mother that committed suicide. She may have been cursed to existence as a Vampyre, and been searching for her long-lost child ever since.
  9. The True Love of the character is actually a Vampyre (or other evil being in human form). Note that the evil being may still have genuine affection for the character!
  10. The character is actually the last legitimate heir to the haunted castle/chateau/manor house where they are a guest, and which is currently occupied by a murderous family of usurpers.
  11. The King conceived a child during a Satanic (or Pagan) orgy. That child is the character.
  12. The character is an unknowing somnambulist who commits horrific murders in their sleep.
  13. The disembodied voices the character has long heard are actually made by a murderous ventriloquist trying to drive the character to kill.
  14. The entire childhood of the character was a stage-managed fraud, intended to keep them from knowing their true identity. Their parents, relatives, friends, etc., were all actors employed by the members of some conspiracy.
  15. The character died as a child, but was resurrected by a Mad Scientist (or Magician). Unfortunately, the PC now has no soul. That may also explain why the PC is experiencing strange waking dreams, or is developing such unusual hungers.
  16. The people the character thought were their parents are in fact the Housekeeper and Butler, impersonating the Lord and Lady of the manor. The PC’s real parents are actually imprisoned in the sealed wing (or basement) of their secluded estate.
  17. The poem that was often read the PC as a child actually contains a coded spell that will open the gates of Hell.
  18. The character’s true father was the Devil, who now wants the PC to assume the mantle of Antichrist.
  19. The family of the character is cursed with lycanthropy, which will begin to affect the PC on their next birthday.
  20. The character’s spouse has been administering slow poison to them, and plans on using the fatal dose soon.
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