Kilbrandeen House
Sitting high up on a hill, on the outskirts of Scotland, there sits Kilbrandeen House. This abandoned house has held the town in awe with legends and mysterious happenings for the last 200 years.
Enter, if you dare.
History
Roderick Kilbrandeen built the house in 1798. Roderick wanted to build a nice place, where he and his family could enjoy the life they had built for themselves. He loved the ocean, so he found a nice piece of land where he could look out and see the waves crashing against the rocks, and yet still have enough land for his family to grow and visitors to come stay.
Kilbrandeen House is a typical mansion, with servants to attend to the needs of the family. At first, everything was going well. The servants were treated with respect and they, in turn, were glad to assist the family and help them in whatever they could do. The sound of laughter would sound out from the house, with the various gatherings that Roderick would have there.
Roderick and his wife Michele had three children, Scott, Margaret, and James. They were a close family, with Michele overseeing the functions of the house and Roderick making sure outside interests were handled properly. To all of them, the house was like a dream come true.
The longer they lived there, however, the more things started to go badly. Scott, the oldest, started becoming more difficult in his behavior. He started treating the staff badly, letting them know that he was part of the owner's family, the oldest son, and they were the servants. He shirked his responsibilities and chores, heaving them off onto the servants whenever possible. He would go outside into the nearby forest, for hours on end. When asked what he was doing there, he would not respond.
Margaret started talking about "the other girls" who were in the house. At first dismissed as imaginary friends, she became insistent that these other girls were responsible for certain unexplained events. Margaret could be heard talking to other children as if they were actually there. Sometimes the servants heard other voices in the room, but upon investigating, they only found Margaret.
James became more withdrawn. He would sometimes be found hiding in the closet, preferring to be hidden from something he claims to see around the house, but refuses to describe.
The servants started noticing weird and unusual events happening around the house. Items would be moved from one place to another. Small things at first, but later furniture and tables would be moved from one place to another. They started noticing that some of the rooms seemed to have shifted position. The same door may not necessarily lead to the same room twice. Strange moaning and keening could be heard throughout the hallways and from closed rooms. Soft whispering could be heard in the middle of the night. The family and staff could never find a clue to the cause of these eerie sounds.
Outside provided no relief from these events as well. Glowing apparitions could be seen in the distance, along the edge of the ocean banks. They would appear to be walking, only to disappear amongst the rocks along the shore. Along the cliffs during a full moon, a young woman wearing a flowing gown could be seen just standing there, looking out amongst the crashing waves below. Calling out to her had no effect. She would just softly vanish.
Michele became more unhinged as time went on. She became very paranoid, claiming that the various servants were stealing things from her, when they would be directly in front of her. She accused Roderick of having affairs with other women of the town. She would always keep a thick blanket wrapped around her, complaining of the cold even when it was sunny in springtime. She would wander the halls repeatedly.
What happened next is unclear. As events went on, the servants started leaving the house. Several were found dead in various rooms of the house without a mark on them to indicate the cause of death. Others quickly left the mansion, convinced that the forces of darkness were living there as well.
Michele took one of her usual outdoor walks, one night. Eventually she found herself looking down at the waves crashing against the familiar rocks below. She stood there for quite a while, as if listening to something that only she could hear. Several servants tried to run over to her to get her to step back. Without a reason or a word, she took that one last step.
Scott was found in the forest by some of the servants after going missing one day. He was found impaled by a large tree branch in the woods. His face was frozen with a look of sheer terror. The placement of the body suggests that his death couldn't have been from a falling tree branch or from stumbling and falling on one. Foul play was suspected at first, but there were no other footprints except his own. The strange thing about it is that Scott's prints seem to move around the small clearing as if he were talking to someone or looking for something.
Margaret was heard in her bedroom playing, which was very typical of her. Several voices could be heard coming out of her room. Suddenly a scream was heard. Margaret's scream could be heard through the entire hallway of the upstairs. When several people arrived they found that the door wouldn't open, even though it had no lock on it. After several minutes of struggling, the door was finally opened. Margaret was gone. Her windows were still locked shut from the inside.
James was found by one of the servants sitting in the center of his bedroom, his toys arranged in a circular pattern around him. He was wide-eyed and speechless, not responding to anyone's voice. Many attempts were made to treat him and get him to explain exactly what had happened that night, but never said anything. His hair had developed a white streak that ran along side his temples. Eventually, he was placed in the local town sanitarium where he would sometimes draw strange circular symbols on paper that would be provided for him. No one could ever figure out the significance of these symbols. James never spoke again.
Roderick disappeared without a trace. Nobody saw him leave, but he simply abandoned everything that he had. His house, his money, everything. Many of the townsfolk claim he left the mansion after his family died, in total despair and depression.
Epilog - perhaps...
The house has stayed empty ever since. The last of the servants have long since left. After the incidents recorded here, nobody ever bought the land or tried to move into it. The plants in the garden grow wild, with vines blocking the way in some places. The color of the house has faded, giving it a mottled gray color. Statues in the yard are starting to show signs of age, with the eyes appearing to follow visitors as they walk by.
Several times, people have tried to go into the house to investigate what really happened. They were never seen again....
Possible reasons for the happenings of Kilbrandeen House
(It's possible that these explanations may even be mixed and matched a bit to accommodate whatever explanation you'd like to have for the happenings of the mansion.)
Built on old burial grounds
The house was unknowingly built on an old Celtic burial ground. The spirits didn't appreciate the new house and started taking their revenge upon the occupants. Until the land is restored, the spirits will be angry with whoever is present there.
Ghost of the jilted wife
At a house that used to be at that same location a couple of centuries ago, the lady of the manor committed suicide. She found out that her husband, who she was completely in love with, was seeing other women. She ended her life by walking calmly out to the rocks by the sea and throwing herself onto the rocks below. She continues to haunt the area, pained by the memory of what had happened. Margaret, being the lady of the manor, was especially sensitive to this haunting.
The area is just plain evil
The house is located in an area filled with evil spirits. Banshees wail and moan at night, evil spirits move objects and try to corrupt the young minds of the children. In the forest nearby, creatures of the dark call out to mortals to attempt to corrupt them. The spirits of children who have previously died in the area from the evil demons come back to attempt to warn others away from the creatures before more innocents are lost.
Psychic powers unlock the evil
James Kilbrandeen was a latent psionic who inadvertently awoke spirits living the house. His catatonia resulted from psychically seeing the events of those final nights, including the spirits that did the evil deeds. He tried his best to stop them, but being so young and untrained, he wasn't able to do it.
A pact with evil spirits
Scott Kilbrandeen entered into a pact with evil entities that lived in the woods surrounding the area. He was impatient to become the next lord of the manor and tried to "speed things along." He ended up unleashing powerful forces. His greed let him grant them permission to do whatever it took to get what he wanted. Unfortunately, demons have that nasty tendency to twist things in their favor....
Possible adventures in this setting
Occult investigators
The characters are occult investigators who have heard the reputation of Kilbrandeen House and want to determine how much of it is true and what is the cause behind it. The characters could be modern investigators. This could also be played from an earlier time period, involving such groups as the NAGS Society (See Terra Incognita by Grey Ghost Games). Don't forget the possibility that the characters might be hired or otherwise drawn into the events of the house before all of the Kilbrandeens are killed.
Staying overnight on a dare
A person claiming to be a direct descendent of Roderick contacts the characters, stating that if they can stay in the house for 3 nights, they will be given one million dollars. This person could be an actual descendent of Roderick, willing to explain what had happened only if the characters succeed in staying at the house. This person could, in reality, also be a reporter or investigator using the characters to attempt to get information about what is happening in the house. If in a modern setting, he might be willing to provide recording equipment, cell phones, etc. to try to witness any unusual phenomenon.
Treasure hunters
Rumor has reached the characters of antique treasures still hidden within the house. For whatever reason, the characters decide to chance the reputation and see what they can find. This is especially good if placed soon after the events of the house have occurred. Whether or not they find any valuable antiques, guaranteed the characters will find something waiting for them.
Characters
Note: These stats represent the family during the strange happening of the mansion. You should strengthen or weaken various stats, depending on when this is occurring during the adventure. You should also adjust the skills and/or levels to reflect the style of adventure you are playing.
Roderick Kilbrandeen - husband, father
| Attributes | Physical Fair, Dexterity Mediocre, Size Fair, Intelligence Good, Experience Great, Willpower Good, Intuition Mediocre, Charisma Fair, Sanity Mediocre |
|---|---|
| Gifts | Always keeps his cool, Reputation |
| Faults | Idealist, Ambitious |
| Skills | Finances Great, Bricklaying Fair, Leadership Good, Driving Good, Boxing Fair, Literature Fair, Negotiation Good, Etiquette Fair |
Michele Kilbrandeen - wife, mother
| Attributes | Physical Mediocre, Dexterity Good, Size Mediocre, Intelligence Fair, Experience Fair, Willpower Good, Intuition Good, Charisma Fair, Sanity Poor |
|---|---|
| Gifts | Ambidextrous, Attractive |
| Faults | Paranoid, Jealous |
| Skills | Running a household Good, Finances Mediocre, Botany Fair, Storytelling Great, Painting Great, Cooking Fair, Literature Good, Etiquette Good |
Scott Kilbrandeen - eldest child
| Attributes | Physical Good, Dexterity Mediocre, Size Good, Intelligence Fair, Experience Fair, Willpower Mediocre, Intuition Mediocre, Charisma Fair, Sanity Poor |
|---|---|
| Gifts | Keen Senses, Absolute Direction |
| Faults | Blunt & Tactless, Quick Tempered |
| Skills | Finances Fair, Driving Fair, Tracking Fair, Brawling Good, Climbing Good, Literature Mediocre, Fast-Talk Mediocre, Etiquette Mediocre |
Margaret Kilbrandeen - only daughter, middle child
| Attributes | Physical Mediocre, Dexterity Fair, Size Mediocre, Intelligence Fair, Experience Fair, Willpower Mediocre, Intuition Good, Charisma Good, Sanity Mediocre |
|---|---|
| Gifts | Attractive, Quick Reflexes |
| Faults | Child, Curious |
| Skills | Storytelling Good, Animal Care Fair, Throwing Good, Cooking Mediocre, Literature Mediocre, Etiquette Good |
James Kilbrandeen - youngest child
| Attributes | Physical Mediocre, Dexterity Fair, Size Poor, Intelligence Good, Experience Mediocre, Willpower Good, Intuition Great, Charisma Fair, Sanity Fair |
|---|---|
| Gifts | Psychic/Sensitive, Danger Sense |
| Faults | Child, Shy |
| Skills | Animal Care Fair, Drawing Fair, Throwing Mediocre, Stealth Great, Meditation Good, Etiquette Fair |
Design of this Adventure
You will want to design this adventure to take advantage of the different areas that are available. Not far away from the mansion will be the cliffs overlooking the sea. These cliffs are nearly unclimbable, leading to sharp rocks and the rolling waves below.
Off to the side of the house will be the forest. This will be a large area, never having been fully explored. It would be possible to get lost in there for days. It's probably unknown what's on the other side of the forest.
The design of the mansion is deliberately left vague so that referees can use any mansion floorplans they already have or they can take the opportunity to design their own to fit their player's style.
The mansion itself is designed along basic principles. There is usually a large entryway at the front. The living rooms are generally along the side areas, with at least one doorway leading to the dining area. The kitchen area would be alongside of that room. The servants' quarters will typically be in small rooms on the first floor. A ballroom would be located along one side of the house, taking up a major portion of that area. The upstairs will contain the various bedrooms for the family members. A long winding staircase leads to the upstairs areas. There will also be additional rooms for things such as playrooms and offices and studies. Outside a greenhouse would be found, possibly attached to the side of the house. Many mansions would typically have large gardens outside where people could take casual walks.
Ways to add a horror flavor to this setting
Subtlety is one of the best ways to add horror to an adventure such as this. Some of the best scary stories are the ones where the horror is quietly sitting next to you, appearing when you least expect it. If you referee an adventure such as this, try to keep your players guessing. Don't give them things that are obvious for them to find or fight. It's not about fighting ghosts, but in survival against the spirits that are always watching.
- Keep the players guessing as to what is happening. Small, insignificant events will eventually add up in the player's mind. Have small objects move from place to place. Keep your players mentally unbalanced at times. Having a door open to a different room sometimes will help. Though doing this too often will lessen the effect as much as not doing it enough. Discourage your players from making a map of the mansion unless their characters are doing it as well.
- Nighttime when characters are to be sleeping is a great time for moaning and keening. You could even consider a small penalty to a character's Perception attribute due to exhaustion and lost sleep.
- The temperature could periodically drop, and a room could be colder than the other rooms beside it.
- Characters looking into a mirror may be surprised to see a different face looking back at them!
- Characters may find themselves talking to a person, only to discover later that no one else saw or heard the stranger.




