Mediums and Messages

The Haunting of Oxleaf Manor

Hippolyte Baraduc. Plate from The Human Soul: Its Movements, Its Lights, and the Iconography of the Fluidic Invisible. 1913.

Sometime last year, I ran a fantasy adaptation of The Haunting, the venerable Call of Cthulhu module available for free through Chaosium's web page. A couple folks have asked to see my prep materials for the adventure, but my prep tends to be quite light - a node diagram of the house's layout plus a couple stat blocks to riff off of. Here, I've punched up those notes into a public facing version with a couple tweaks from what I ran way back when. You might have to fill in some gaps.

What's Going On?

The body of Katarina Silverbeard is buried in the basement of Oxleaf Manor. After her death, her husband Corbitt turned to necromancy trying to revive her. It didn't work and now he's a banshee and she's a ghost. Only semi-aware of the present, Corbitt preys on those who enter the house, draining their lifeforce to fuel his undead existence. Katarina's ghost tries to scare people off before that can happen.

Katarina’s great grandson, Georgius Silverbeard wants to liquidate the manor in order to pay off the debts of his late father. He has hired the PCs to clear out the haunting, offering them 300 GC for completing the job plus first dibs on any valuables they discover within as long as the house remains intact (as any real noble will know, the true value is in the real estate).

Legwork

Trying to make an exhaustive list of sources would be futile - the players will always find someone to ask you hadn't thought of. I reject the original module's plan of running the player through a gauntlet of linear research locales. Instead, I suggest running it a la Strange Aeon's "The Hundred-Clue Rule." Everywhere the PCs look, they find some information, even if that information is just another place to do more research.

Here are some facts to work with:

Katarina

Corbitt

Oxleaf Manor

The Manor

More a dilapidated townhouse than an estate, Oxleaf Manor is cold, rat-infested, and water damaged. Built on street corner, it only has windows on the second floor (be sure to highlight those to foreshadow someone getting launched from the guest room. A small garden separates it from the street, filled with empty planters and sharply pointed wrought iron fence.

I was finding the process of keying the manor in text tedious, so here is a reconstruction of my session notes, inked. Each room has furniture typical of that room; I've only noted highlights from my run of the module.

Notable Items

The Ghosts

If the party visits by day, Katarina will try to scare them away to keep them from harm. If the party visits by night, Corbitt will try to lure them deeper into the house to maim them and gradually feed off of their life force. Neither tries to fight the party straight up unless cornered.

As the party, advances through the manor have the ghosts thump in adjacent rooms, appear out of the corner of their eye, lock doors behind the party, and generally do horrible Haunting of Hill House stuff.

In a fight, both spirits can freely possess any item inside the manor and move through walls and floors freely. Use this to strike from ambush before fleeing. Throw furniture, slam doors, push folks down stairs.

Both spirits are banshees, but don't refer to them as such:

HD 4 (HP 24), AC as leather Undead. Can only be harmed by magical attacks.

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