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8/12/2019 If You Love It So Much (5921178)
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T H E D R E A D F U L S E C R E T S O F C A N D L E W I C K M A N O R
IF YOU LOVE IT SO MUCHOR, THE CASE OF THE MURDEROUS MANSION
AN UNSETTLINGLY INTRODUCTORY ADVENTURE BY SHANE IVEY
Tere have been many architects in the building,
growth, and disrepair o Candlewick Manor, and
most o them were, or eventually became, insane.
Many o them are still on the grounds, in that parto the graveyard reserved or avorite retainers and
riends o the Candlewicks.
One o the earliest is still on the grounds, but not
in the graveyard. Not dead but no longer strictly
alive, at once transormed and preserved, he occu-
pies a shape, space and unction by which he might
remain in perpetuity with the love o his lie. Tat
great romance was Candlewick Manor. o join
with his love orever he built, inused himsel into,
becamethe West Wing o the manor.
Sadly or this ormer architect, his presence
made the West Wing an uneasy place, leading later
occupants, designers and decorators into strange
modes o thought. Teir grotesque adornments
Revised 2014-01-09. By Shane Ivey, 2012. The Dreadful Secrets of Candlewick Manorand Monsters
and Other Childish Thingsare published by Arc Dream Publishingand are and by Benjamin Baugh.
and renovations in turn offended the West Wings
sensibilities, and this in turn lef the place more
uneasy, which meant even stranger designs, and so
on, until finally a rustrated Candlewick abandonedall efforts to improve the place.
Tese days, residents o the manor think the
West Wing is haunted. Its not really haunted. Its
just very, very dissatisfied. It has been converted
over rom a stately private manor or a singular,
beloved amily to a temporary home or hideous,
unwelcome young strangers.
Te last crop o interlopers met with a series
o suspiciously unortunate accidents. A rogue
member o the staff, now deceased, was blamed; Dr.
Candlewick is confident that the newest batch will
live in health and some approximation o happiness,
or at least useulness to his Great Project.
Te West Wing objects to that plan.
Orphans beware! Read no further if you expect to be a player rather than the Game Moderator in this adventure.
RobertE.
Mansperger,Jr.,
2008
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WELCOME! NOW GET OUTTe orphans are new to Candlewick Manor.
Teyve arrived resh rom whatever orphanaria
or chilly homes ostered them unwillingly. Teyve
driven through town, where townolk glared and
wondered. Teyve bundled out o the long black car
and taken in the shadowed enormity o the mansion
and grounds. Teyve met the staff and amily.
Teyve been told the rules. Teyre nervous and
rightened. Even a delicious meal with Giusseppe
the che did little to improve their moods. We leave
it to you, their loving game moderator, to detail
their arrival as you like.
Dr. Dravenfirth now escorts the orphans to their
bedroom or the night. He points out in passing a
ew o the highlights o the West Wings central hall.Tere are bizarre, Boschesque statuesneither men
nor animals, or perhaps both blendedand scenes
o torment, madness, and bizarre alien vistas. Dr.
Candlewick himsel collected the statues rom
around the world in his many travels, and a ew o
them he had commissioned.
BOYAR MIZZENRATHOne o the statues, Dravenfirth explains, depicts
Boyar Mizzenrath, the architect who built this wing
o the manor. Its eyes seem to ollow them, not just
stern but uriously angry. Or do they actually ollow
the orphans, physically turning in stony sockets?
A successul Brains+Notice roll is certain they do.
Dravenfirth will hear nothing o such nonsense.
As the orphans watch the statueor is it when
the statue watches them?the orphans all distinctly
hear a low, groaning moan rom the house itsel. It
shapes a clear command: GE OU!At least, they are certain, dead certain, that the
sound is a word, that particular word in that partic-
ular inflection. Dravenfirth smiles, hearing nothing
amiss, and says that the house sometimes makes
strange noises as it settles in the night. He shrugs
off their concerns with vast dismissiveness.
HINTS AND CLUESIn the spirit o dismissing their concerns,
Dravenfirth says the architect Mizzenrath was
known or his devotion to the construction o the
mansion and is in act buried in the cemetery on the
grounds. Tey can study him urther in the amily
records in the library, perhaps, tomorrow morning
afer chores. Or are those records in the attic?
Yes, Dravenfirth emphasizes as distinctly as is
necessary or your players to take the hint: Details
about poor Mizzenrath are in library. Or i not in
the library, then surely in the West Wings attic. And
o course Mizzenraths grave is on the grounds in the
cemetery, because he was an honored retainer.
Ten the orphans quite distinctly hear a higher-
pitched whining drone that sounds or all theworld like words. Whichever orphan has the lowest
Guts+Couarge total is absolutely, unquestionably
sure that the statue mouthed the words Kiiiill
yooou.(I theres a tie, break it in this order: Guts,
Courage, Notice, Brains.)
Dravenfirth chuckles and says the wind does
sometimes make strange noises at night. Words?
O course those werent words! Imagination is a
fine thing, he assures the orphans, but it must be
restrained and governed by sel-discipline or the
good o ones mental health.
And the act that the statue suddenly pointed
straight at the orphans as it glares? Dont be silly. Its
always held the same pose. Its just a statue.
o the orphans, theres no doubt. Tis isnt just
another unpleasant statue. Tis statue is aliveand it
wants them gone.
Dravenfirth sees them to their dormitories and
points out the attached lavatories where they canclean themselves and get drinking water. He bids
them sleep well, gives them a stern warning not to
wander or sneak around or make noise, and locks
them in or the night to make sure they dont.
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WANDERING MONSTROSITIESTe orphans might want to get to the bottom o this
situation without waiting or permission. I they
dont, the mansion changes their minds. See Te
West Wing Comes to Death, I Mean Lie, later.
Te locks are not particularly secure; fiddling
with one with a bobby pin and a Hands+Shop roll
opens it up. A Feet+Kicking roll orces a door open.
I theyre caught sneaking around, Dr. Dravenfirth
promises them gruel or or a month.
THE LIBRARYTeyll have to elude Ms. Silverdale using
Brains+Out-Tink or a stealth-related creepy skill.
It takes one success or the whole group. I she nabs
them, one o them can try to distract her with aFace-related roll while the others sneak past.
Te amily histories say Mizzenrath died in a
cave-in while shoring up the oundations o the
West Wing. His body could not be recovered, but he
was given a grave on the grounds or his devotion.
His journals were kept in the West Wing or study.
THE CEMETERYI the orphans dig up Mizzenraths grave, they find
an empty coffin with a weird symbol carved on it
whose geometry is abnormal. (Studying it with
a Brains+Notice roll causes a headache that does
Width1 Shock damage to Brains.) First they
must elude Groundskeeper Grooner. Tat means
distracting himhe knows everything that happens
on the grounds unless hes in his drink or otherwise
occupied.
THE FOUNDATIONSBeneath the mansion there are locked galleries andcellars and doors that lead enticingly to terriying
tunnels that groan with the weight o the mansion
and its memories. Tere are also oundation stones
that all have strange designs o abnormal geom-
etry. Studying them too closely hurts the brain like
studying the coffin; and in act one o them is an
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THE WEST WING COMES TODEATH, I MEAN LIFE
Te orphans soon find find that their new living
quarters dont much want them to live, let alone
live here. It might be OK with them in quarters. Te
West Wing wants them deadbeore they can stain
the rest o the home with their wicked ways.
Te West Wing awakens when the kids go to
sleep. Or i they go snooping around without going
to sleep, it awakens when they set out to explore the
Attic. Tey can sneak around the library, the ceme-
tery, etc., without trouble rom the West Wing, but
as soon as they say out loud that they plan to explore
the attic, or when they lay intentul eyes on the attic
stairs, things get ugly.Te West Wing is kind o like a gigantic monster.
Each location in the wing is a monstrous hit loca-
tion with its own dice pool and abilities. Its attacks
do Shock damage.
ROOMS OF RUIN, NORTH (BOYS DORM), 4DAttacks: Strangling bedsheets, smothering
pillows, pummeling ootballs and cricket bats.
Useful: Dont you eel like lying down or a nap?
Sleepiness stuns an orphan or Width1 rounds.
Sweet:Te nap effect lasts Width in rounds.
ROOMS OF RUIN, SOUTH (GIRLS DORM), 5DAttacks: Devouring ootlockers, smashing
mirrors, shockingly unriendly bedrames.
Spray:wo sets can attack per turn.
MAD SCIENTISTS LAVATORY, 6DAttacks: Cleaning solutions arent supposed to
explode and eat away at flesh and clothing! And why
is the plumbing trying to strangle you?
Defends:Its slippery in here.
Useful: Tat slipperiness can gobble dice rom
any action, not just attacks.
Spray: wo sets can act per turn.
LINEN CLOSET OF THE LOST, 5DAttacks: owels and sheets (and scissors) snap
and bite.
THE HALLWAY TO HECK, 4DUseful: Te gallery that runs the length o the
West Wing suddenly seems to go on orever. It caneffectively immobilize people or Width1 rounds
because they seem to go nowhere. Tey can make
movement rolls such as Feet+P.E. to proceed, but its
roll gobbles dice rom one or two victims rolls. An
immobilized orphan is a prime candidate or abuse
by statues and rats and hungry shadows.
Awesome x4:It can flip two dice afer rolling.
Bigness:See below.
Spray: It can immobilize targets with two sets per
turn.
ABOUT BIGNESSTe Hallway to Heck has a Bigness rating o 2.
Bigness is detailed in the Monsters and Other
Childish Tingssourcebook Bigger Bads.
When fighting the Hallway, the orphans gain:
Wicked Fast.
Awesome when attacking, deending, ordoing tricky things with their smaller size.
When fighting the orphans, the Hallway gains:
ough.
(I it attacked them directly, it would also
gain Gnarly and Splash.)
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up somewhere else! Te West Wing uses this Treat
to keep the orphans rom escaping to its beloved
Central Wingthe dining hall, library, chapel and
infirmary.
ough: Actually this counts as ough x2 against
most attacks, but it doesnt apply at all against fire
or against any attack done in a powerul source o
light. (Not just turning the lights on; something like
an electric spotlight.)
Wicked Fast: Tey dont creep like normal
shadows. Tey flit and change and suddenly appear
out o nowhere like not-normal shadows.
THREAT: RATS IN THE WALLS OF SLEEP, 5DGroundskeeper Grooner prides himsel on
rendering extinct every rodent that dares twitch a
snout in Candlewick Manor. He doesnt know thathes had help in the West Wing, where many mice
and rats disappear into the timeless void. When the
West Wing is angry, it lets them reappear into the
timeul here and now.
Defeating the Treat: You can deeat the rodents
in the usual way. Boots and well-swung shovels help.
Attacks: Tey gnaw and chew!
Useful:Getting gnawed by rats causes orphans to
trip and all and run around in panic.
Awesome x2: Teyre everywhere!
Splash: Teyre everywhere! When they start
gnawing on one hit location, they also gnaw on the
one next to it.
ough: Its not that individually theyre all that
hardy, but theyre just everywhere!
OVERCOMING THEWEST WING
Te orphans dont have it easy. But do they ever? But
they do have two routes to victory: destroying the
West Wing or making peace with it.
OPTION 1: PROPERTY DAMAGEI the orphans are especially violent, they could
beat the West Wing into submission. Destroying
the dorms and the hallway banishes Mizzenraths
lingering spirit. O course, that means demol-
ishing a large part o Candlewick Manor. Surely Dr.
Candlewick wont mind too much, will he?
OPTION 2: MAKING NICETe orphans could try to come to terms with theWest Wing and the animating spirit o its archi-
tect. Te West Wing believes the newcomers are
polluting the purity o the Candlewick name and
the purpose o the house. Tey must convince it that
theyre genuinely riendly.
Once the West Wing is ully awake, the orphans
must make their way to the statue o Boyar
Mizzenrath and address it. (Or they can conront
his bones, or meet him in a dream, or just yell at the
West Wing itsel by Mizzenraths name; whatever
works.) Tey must convince it that they will love the
mansion and honor it and so orth. I theyre really
convincing, the West Wing stops to listen.
I they make a good case or their honoring the
mansion and wanting to uphold its traditions, the
statue o Mizzenrath shows just the aintest hint o
acceptance in its demeanor o insanely protective
pride. Tey have made peace with the West Wing.I they just start yelling, Leave us alone, were
nice, thats probably not good enough. Tey should
first do their research and learn that theyre acing
the architect himsel, immortalized in his creation.
Tey must get the long-dead madman on their side.
I they ail, they ace a lot o skepticism rom the
staff and a lot o uture torment rom Mizzenrath.
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