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PUBLIC INFORMATION
SCENARIO RULES
It was a stormy night, and you and your The GM will adjudicate any actions
siblings were just recovering from that taken by the players, in accordance with
nasty fever that all the children in town had. their character sheets. The focus is on role-
Mother had to step out to do some errands, playing as children; the players are limited
despite the storm. And when she came in what they can do, and character interac-
back, she seemed . . . different (even though tions are more important than game
Father says that's nonsense!). mechanics.
Welcome to two unusual hours in the
lives of the Harrington children. You and Each player will be given three index
your siblings must puzzle out what has hap- cards, on which he or she can write in any
pened before bedtime, or bad things are object (GM willing) reasonable for a child
sure to happen. Readers of Edward Eager in the Victorian era to have. For example,
or the Narnia books will feel instantly at Perry can write in “slingshot” if he’d have
home . . . as will the Lovecraftian fans. The one. Ford could write in “something that
children should show up for the game in Perry really wants, hidden in my room,”
pajamas. and so on.
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PRICELESS
GM INFORMATION
BASIC SCENARIO ty. Sadly, she did not pass, and is a prisoner
of N. She’s now captive in another realm.
N, being allowed by the terms of the
The game culminates in a final puzzle ritual to linger until dawn, decided to visit
that the children must “solve” together. the house and see if it could either acquire
The puzzle does not have a clear answer, the amulet or have some interesting sport.
and can only be resolved through character N created a simulacrum of Mother to act as
interaction during the course of the game. its physical agent. She in turn “recruited”
The setting for this game is Victorian era, the cat.
in an English-speaking country, in one fam- Thus N’s servant has replaced Mother,
ily’s house on a dark and stormy night. and is going (over the course of the night)
to replace each member of the household,
THE PAST then perhaps be able to open the way for N
to fully manifest in this world. The plan is
for either Mother or N to persuade a child
The Harrington children were sick, due
to surrender the amulet for nothing or for
to a scarlet fever epidemic. As her children
were dying of the fever, Mother used a a trivial wish.
mystical amulet to cure them. The amulet
summons and binds a powerful other- GAME START
worldly creature called N. N is bidden to
come and answer one wish of the sum- The scenario starts at the dinner table,
moner; thus were the children healed. The where Father (the real one) and Mother
price is, the summoner must either surren- (N’s construct) and all the children are
der the amulet, or take N’s Ordeal. gathered together. The storm is strongly
The Ordeal is a difficult and rigorous blowing outside, and leaving the house is
set of magical, spiritual, physical, and meta- impossible. The children might still try to
physical challenges. Surrendering the do this; the storm is supernatural, caused
amulet is bad, because it is the only thing by N’s power, thus the elements are preter-
that keeps N from physically manifesting naturally strong—they will find that pas-
on Earth. Knowing that surrendering the sage is impossible once one is a few yards
amulet would wreak havoc on the world, from the house, with gales equivalent to a
Mother chose the Ordeal. She left the hurricane. This is left up to the GM, but the
amulet for safekeeping with her daughter, point is to keep the PCs in the house, not
explaining her departure as if it were a trip kill them while they try to escape.
into town; in actuality, she was called for After dinner, Father will write in his
the Ordeal and disappeared from our reali study, as usual, while Mother will read in
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GM INFORMATION
Special Constraints:
Initially an ‘amateur human’ (but learns
quickly by reading)
Always walks, never runs (she never learned
how)—but can strike like a cobra
Tries discreetly (and poorly) to convince
children to give her the amulet
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GM INFORMATION
to act as its physical representation. Mother can learn during the game (e.g.
Though it appears in human form, it is by what others say), and she isn’t a machine
actually invulnerable, fast, strong, and fairly or parrot, just inexperienced. After she’s
child-proof. The cat is similar. Each read the book in the library a bit, she can
replacement shares many qualities of the have more vocabulary, as you deem useful.
original, especially in terms of perception Mother wishes to blend in nicely, get
and communication. the children alone, and either have them
Mother is driven to try and blend in, to give her the amulet or poison them (she
gain trust. Mother is also an emotionless, secretes poison at will). Poisoning is essen-
ruthless animal that has essentially none of tially a slow takeover, at which point the
the original mother’s memories or experi- GM should be called over. It takes around
ences, and has to fake it. Ergo, she doesn’t five minutes of close contact, and if they
do a good job, and prefers to avoid situa- are interrupted by anyone walking in,
tions. By the same token, she realizes that Mother will stop. Therefore, unless the vic-
showing her non-human nature would be a tim is willing to sit quietly for five minutes
major breech of her disguise, and hence and no one comes in to see what’s occur-
will not do so. ring, it isn’t going to happen. So treat it as a
Since she wants to persuade whomever threat—Mother lays her hands on the child,
has the amulet that she is kind, dear moth- and then hands over a poison card and lets
er and thus wants the amulet back, yet is the player read it.
totally lacking a clue, it is desirable that she
fail in these attempts. Or, the child would Suggested costuming: a nightgown and
have to be both totally trusting and totally robe, fuzzy bunny slippers.
non-perceptive. The occasional evil cackle
or veiled threat can be used to reinforce the
idea that she is not to be trusted.
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PRICELESS
N PROGRESSION
Scuffle N/A
Mother will sit reading in the library
Special Abilities:
unless otherwise occupied. She is reading
Intangible the family Bible, to learn how to better
Infinitely patient
masquerade as their mother.
Holds all the cards (always)
N waits in the attic until children come
in, observes them a bit, then tries to
Special Constraints:
arrange a sporting deal to get the amulet.
Cannot leave room which has the chest The GM should keep the action mov-
Can only manifest powers under the strict
ing by having Mother or the pets constant-
terms of the wish
ly checking up on the children while fur-
Cannot lie thering their own nefarious plans.
N doesn’t care about winning or losing,
but enjoys the game itself. Therefore, its PERCEPTIONS
motivation is only loosely to gain the
amulet. It has all the time in the world. Each of the children sees the situation
Ideally, the children will feel a drive to free
slightly differently: Ford, Jane, and Perry
their mother, allowing N to set its own will all see the situation as mundane;
terms (aka the Wager). Mother is mother, the cat is unchanged, etc.
N is bound by one primary rule: it can-If Perry dislikes a pet, Perry will be able to
not lie, or even deceive. It can choose notsee the changed pet as the spiky ghoulish
to tell something, but must state such (i.e.,
creature it is. Izzy is gifted a bit with second
“What does the amulet do?” can be sight. The GM should inform Izzy’s player
answered by “I choose not to tell you” or when Izzy feels something bad happen
“It grants wishes in return for great risk (each replacement, or the chest opening,
and likely (in your case) doom,” but not for example). Izzy will see replaced pets as
“oh, nothing, it’s valueless.”). More to the
changed into spiky, ghoulish versions of
point, N isn’t human. N sees the big pic- their former selves, and will see Mother as
ture. If it doesn’t get the amulet, it isn’t that
inexplicably different, but still looking just
concerned; rather, it’s just taking the oppor-
like Mother. Lee is gifted with clear sight,
tunity to try for the simple reason that the
and will see the changed pets as their true
opportunity exists. It sees no point in spiky ghoulish selves, and gradually see
deception. Mother as a walking cadaver. Lee also has a
knack for knowing where Mother is in the
Suggested costuming: all black, with black house, if concentrating. Harriet/Harry will
hood to hide face. see the changed pets as their spiky ghoulish
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GM INFORMATION
GM’s discretion, there might be more in tions, curiously distorted, as they might
the attic, but nothing really relevant. The have looked thousands of years ago.) The
chest is locked; it can be opened only by amulet is otherwise unremarkable, not real-
Mother, who has the key, or by Perry, who ly the kind of thing Mother would wear.
can pick the lock. If opened, it starts to But she always wore it anyway.
draw anyone nearby in as if with a strong Apropos of nothing: The Harringtons
wind. Whoever opened it will be slowly are the direct matrilineal descendents of
sucked in unless another child helps. Two Solomon, and the amulet is essentially
children must work together to save the Solomon’s Seal. Historically, N was often
opener from being sucked in. If the child is identified as a genie (although after
pulled to safety, the chest can be easily Solomon made the Seal, N could no longer
slammed shut. If a child falls in, the chest twist wishes as once it did).
slams shut. Mother is immune to the suck-
ing force of the Gate, as is whoever holds
the amulet. If the Gate is opened by
Mother, or one of the children falls
through the Gate, N will arrive a few min-
utes later.
THE AMULET
Whoever holds the amulet (which
starts under Jane’s mattress) will see things
as they truly are, can resist the sucking force
of the Gate, and can invoke the bargain
with N. The amulet appears as a small oval
locket, made of what appears to be silver,
now so tarnished as to be black. Worn
THE PRICE
traces of lettering can be found on the
front, but they are not legible. The only means of making N return
If the locket is opened, children with- the children’s mother is through using the
out second sight will see merely the inside amulet to make a wish. This exacts a price.
of an old locket. To those with second Normally this price is either surrendering
sight (Izzy, Lee, and Harriet), however, the the amulet or taking the Ordeal.
inside of the locket will appear to be a win- N most of all would like to have the
dow onto the void of space, sprinkled with amulet; then N is no longer bound to obey
stars. (Although the children do not know it, and further N’s power on this world is
astronomy, the stars are the polar constella- not limited. This would be a bad choice for
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GM INFORMATION
the world as a whole, but might be a choice that get ridiculous (two pages of wishes are
made by the children. The player of N right out!).
should emphasize N’s fervent desire for the
amulet in such a manner as to imply the
awful repercussions of such an event. If
THE ORDEAL
the children try to order N, N will be quite
fair, and explain all the terms before bind- The Ordeal is a series of challenges
ing them. reminiscent of something out of Arabian
Nights. The challenges occur on a meta-
physical plane in a bubble of suspended
WISHING time, as if in a dream.
N has no wish for the children to take
N will keep the wish as intended—the the Ordeal. That is simply not an option. It
wording isn’t crucial, and N won’t twist it. knows the children would fail, and there-
N will make sure the conditions are fully fore that is pointless. The Ordeal is only
understood before committing to them. worth doing when there is a chance of suc-
cess by the participant. (N has always been
Things N can do include: characterized by restraint, by infinite power
• return the children’s mother, the pets, limited by often arbitrary rules of engage-
etc. ment.) Ergo, N is willing to alter the terms,
• provide any material objects desired within the limits that it can. The primary
• heal, harm, or affect another of the alteration would be, of course, to postpone
family the Ordeal until such time as the children
• promise never to harm or even meet might stand a chance.
any of their family again
2) A child agrees to take N’s Ordeal in take the Ordeal. If you do poorly, you will
return for a wish. N will refuse. Try again. at least gain ten years to prepare for my
Ordeal. Are you interested?”
3) A child gives the amulet to N in N cannot explain the Wager, for that
return for a wish. This is N’s favorite end- would invalidate it being taken. The Wager
ing, but N is bound to be clear on all terms. is (besides the focus of this scenario) a
So if asked what the consequences are, N completely fair test, and N is being equi-
won’t beat around the bush (something like table and fair in the presenting of it. N’s
“oh, I’ll be able to manifest and walk the motivation is both curiosity and gain.
earth much more freely” is good for Returning the mother (generous GMs can
starters). So only a very trusting or selfish add in any other characters who were
child, who doesn’t ask questions or care stolen by N during this scenario) costs it
about implications, will try this. almost nothing, but should the Wager go
well for it, N would cause ten years of
4) The children agree to N’s Wager (the anguished anticipation in the losers. Well
best ending). worth risking. If they accept, present them
with the Wager, as given below.
Since N is bound by laws that only it The Wager is the best ending from a
really understands, N can manipulate errant roleplaying standpoint, the most likely end-
players towards these set endings. ing, and really how we hope the scenario
ends.
THE WAGER The Wager is a test of sacrifice. First,
all the children must promise to not speak
or communicate with each other in any way
N is less interested in having a child (for, if they agree and renege, N can just
take its Ordeal, since it knows the child void its end of the deal, or make them all
would fail. So, N will offer a counterpro- take the Ordeal in ten years). N then
posal. Since they are children, N will explains, “You must each, in one minute,
patronizingly explain the situation, to wit: choose either to volunteer or not. You may
“Whoever has the amulet can request not communicate in any way. Each of you
one wish from me, but then must take my will first close your eyes, and then choose.
Ordeal. I doubt whether you would suc- Here are the consequences. If only one of
ceed, thus you would have to sacrifice your- you volunteers, I will release your mother
self. However, I am willing to offer an alter- and depart, never to trouble you again. If
native to you children. If you all agree to no one volunteers, I shall merely depart and
take part in a wager, I will grant your wish. . . . entertain myself back home with your
The Wager is a test of character. If you do mother. If more than one person volun
well in the Wager, none of you need ever
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GM INFORMATION
teers, I will return your mother, but in ten N should be completely silent after
years’ time, each of you that volunteered they choose, and leave. Eventually, one of
must face my Ordeal. Remember, you must the children will open his or her eyes. If no
remain silent and blind as you choose, or I one volunteered by the time they open their
can simply take you all.” N then orders eyes, tell them they see nothing—not the
them to close their eyes and to choose: chest, not N, not their mother. If at least
“Those who risk the sacrifice, raise one one volunteered, tell them when they open
hand. Those who decline, remain still.” their eyes that N is gone and their Mother
(and anyone else the GM decided to return)
is there. Do not tell them who or how
many chose, but let them wonder amongst
themselves what the future holds.
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PRICELESS
FATHER CARDS
Use these cards if the father is being represented by a prop. Place the cards in a stack in sequential
order, and explain to the players before game that when asking Father any question they can simply
turn over the topmost card, read it, and discard it.
GM note: Pestering Father is futile, and will merely hasten Mother’s poisoning of him.
1 2
“Be a good little one and bring your “Hmm? Well, why don’t you try to
father’s slippers, won’t you? Mother puzzle it out for yourself.”
seems too out of sorts to do so.”
3 4
“Yes, yes, how very charming! But I’m “Shouldn’t you be in bed? Well, if
afraid I don’t have time for that. If you you’re up anyway, get me some cream
head up to bed now, I’ll check in on for my tea.”
you when I’m finished here.”
5 6
“I don’t have time for these silly games. “Why don’t you talk to your mother?
I’m very tired right now, and this tea I’m very . . . very . . . tired right now. . .”
Mother’s brought me doesn’t seem to
be doing the trick at all.”
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HANDOUTS
POISON CARD
When beginning to use Mother’s poison ability, have the PC read this card.
Mother’s touch is very firm—painful even. You find you can’t move under her numbing
grasp. In fact, you feel your whole body becoming slowly numb, extending from her grip
and spreading through you. You cannot run or fight, all you can do is call out.
Note that even if you do break free, you will be weak for the rest of the night.
REPLACEMENT SHEET
This should be handed to any player whose character has been successfully poisoned by Mother. Note that
Miko should receive a copy at game start.
You are a bit of alien protoplasm, shaped to resemble the creature whom “Mother” has
just captured. You possess only vague memories obtained from the creature you replaced;
mostly, you know that you serve N (the shadow in the attic) and will work along with N’s
other minions (such as Mother) to recover the amulet which your master wants.
Player note: You still possess the capabilities and to some extent the personality of the
original, but with any bad tendencies magnified. You should try to convince the others to
give up the amulet to you, but the character should not be terribly convincing—same
imperfect language, slightly sinister mannerisms, etc., as Mother. Because the basic per-
sonality remains the same, the replacement may feel some lingering affection, and can
perhaps be won over to help the children anyhow.
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PRICELESS
The eldest of the children, you take care of the others when your parents (frequently)
aren’t around. Last night, while checking on the others, you saw Jane was still awake, and
holding Mother’s locket! You don’t know why she has it, but plan to ask when you two
are alone (the younger children need not be troubled by this).
Your mother visited you last night; although you were still slightly feverish, you recall she
looked worried and sad. She handed you her locket, the one she always wears, and said,
“Please keep this safe, and I’m sorry. Remember I always love you.” You hid the locket
underneath your mattress and went back to bed.
You are still slightly sick; the fever seemed to hit you and Lee worse than the others, like
always. You’ve always felt closer to Lee, maybe because you’re twins, maybe because you
both get sick a lot. You’re worried about Mother, deeply worried. Sometimes you get
these bad feelings right before something bad happens, and you are getting a very bad
feeling now.
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HANDOUTS
Lee (Twin)
Age 11 Scuffle 3
You are still slightly sick; the fever seemed to hit you and Izzy worse than the others. You
both have always been close, both as twins and because you both get sick more often than
the others. It’s not fair, why did God make you so weak? You can tell that you’re still sick,
because everything looks funny, kind of feverish and strange, especially Mother.
A mischievous sort, you are glad you’re not sick anymore. Now that all you children have
an excuse to skip school for the next few days, you plan to have fun checking out that
strange locked chest in the attic that Mother opened when she got home this afternoon.
You’re sure you can get in without the key, the lock looks even easier than the one for
Jane’s diary!
The youngest of the children, you think they treat you too much like a baby, even though
you’re almost 9! That’s why you love Ruffles the dog, he is your best friend in the whole
world. HE understands you, at least!
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PRICELESS
Good at: Hide, Language (Dog), Listen, Sneak, Spot Hidden, Track
Okay at: Climb, Dodge, Jump
Kinda able at: Language (Cat)
Woof! It’s always been so sad, that the humans grow stupider as they get older, instead of
getting smarter like dogs. Only the youngest is still bright enough to understand Dog-
language, for example. That’s why you love her the most. But you think she’s too young
to realize there’s something strange in the attic . . . one of the stupider children should
probably investigate. If you can just get them to follow you. And just what is wrong with
the cat?
Special ability: can concentrate and go intangible, but it makes you feel silly and smug
at the same time (smug because you can do it, but silly because you had to)
Special constraint: must follow orders given by the GM or Mother (but can ignore
orders by N (the dark shadow in the attic), since cats are ornery!)
Meow. At least, you think that’s what you say. All memory is dim. You know if you can
convince the children to come up, alone, one at a time, to see the dark shadow in the attic,
you will be happy. If you don’t, you will be punished. Since Perry always was mean to you,
you think you’ll make him go up first, because you think bad things are going to happen.
You’re so much better than the rest. You have vague memories about this family, but all
you can think right now is how much you don’t like them. Not that you’ll tell them that,
oh no . . .
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