Adventure release: House on Crane Hill
It says Gods & Monsters, but that means it’s easily playable in OD&D, BX, AD&D, and probably any D&D descendant. Also available in print.
Gods & Monsters isn’t really designed for convention games; it’s designed for multi-adventure campaigns. Much of its rules are about facilitating long-term play among friends. However, it is my favorite fantasy game to run, so when I decided to run my first game at North Texas many years ago, it was my first choice of rules. I designed House on Crane Hill to play into its strengths as a game where weird things can happen and players are encouraged to utilize old-school resourcefulness to respond to them1; and to minimize the game’s weaknesses when used for a one-shot game among strangers.
That’s also why I started the pregenerated characters with 500 experience points. It puts them just in range of advancing to second level during the game, if they use all or most of their mojo for archetypal rolls.
House on Crane Hill is heavily inspired by Shirley Jackson’s• The Haunting of Hill House• and the many movies and books inspired by it. That’s where the subtitle, “some houses are born evil” comes from, when Jackson’s anthropologist John Montague explains what he believes about what makes a house haunted.
“You will recall,” the doctor began, “the houses described in Leviticus as ‘leprous,’ tsaraas, or Homer’s phrase for the underworld: aidao domos, the house of Hades; I need not remind you, I think, that the concept of certain houses as unclean or forbidden—perhaps sacred—is as old as the mind of man. Certainly there are spots which inevitably attach to themselves and atmosphere of holiness and goodness; it might not then be too fanciful to say that some houses are born bad.
Montague then goes on to suggest that Hill House might be “disturbed, perhaps. Leprous. Sick.” That’s a pretty good description of Delarosa Manor in House on Crane Hill. The house was born disturbed.
Always steal from the best. You really do need to read Hill House to realize just how derivative I was with this adventure.
I covered some of these movies in Horror Houses back in 2010. That post was basically a summary of my research for this adventure. I’ve been fascinated by such haunted houses ever since reading Marv Wolfman’s wonderfully weird multipart Werewolf by Night story featuring a blatant borrowing• of Hell House. All roads lead to Shirley Jackson•: Hell House was itself a blatant ripoff of The Haunting of Hill House•.
The adventure’s tagline, “curiosis fabricavit inferos” or “He fashioned Hell for the inquisitive” comes from St. Augustine’s confessions. It’s more a sly means of introducing a reference to Hell House than to any theology. Though, of course, the more “inquisitive” the characters are about exploring deeper into the woke levels of the House, the more trouble they’ll get into!
The actual divine power behind the House stems from the Night Priests of Hetae, Queen of Insects, of the True Family, a potential evil conspiracy in my own World of Highland.
Hetae is the hidden word, the queen of insects. She spreads infection, but not mundane infection; her infection eats time and space, her plagues are plagues of metal and gear. Hetae controls the creatures of nowhere. Her victims work tirelessly and thoughtlessly within her insect mesh. Some depictions of the insect mesh show it, like an ant farm, beneath the ground. In the books of the True Family, however, it is depicted as a different angle on reality, a place that can be entered with the right words in the right place, twisted in the secret angle.
As you might guess from the phrase “creatures of nowhere”, the True Family is heavily inspired by Grant Morrison’s Doom Patrol; take or leave that as you will.
The goldwing harriers in the adventure are inspired by Morrison and of course by the silver spherical machine-creatures in Phantasm• that, for some reason, I remember as golden.2
The following is a spoiler for players of any of my haunted houses so consider carefully if you want to read it if you are playing under a game master who might use House on Crane Hill, Illustrious Castle, or The House of Lisport.
It is, you might say, knowledge man was not meant to know…
As is the case in most, if not all, of my haunted houses, there is a demon behind the hauntings. The demon of Crane Hill is Eiron. All of my adventure demons are demons that feed off of some sort of emotion. The demon of Haunted Illustrious Castle is Eliazu, the demon of fear. The demon of The House of Lisport is Erisu, the demon of despair. Eiron is the demon of resentment. These emotional demons feed off of and gain power from the emotion they’re associated with.
This is why they inhabit haunted houses, to inspire that emotion. The more of that emotion they can inspire, the more power they collect, both to increase the seriousness of their hauntings and to perform whatever their greater goal in the world is. You can read more about emotional demons in The Gods & Monsters Encounter Guide.
Because Crane Hill was written as a convention adventure, I assume that the adventure will get modified (as opposed to merely expanded or tightened) on the fly in response to things that don’t exist in campaign adventures, such as time pressure. I always ran it as a six-hour adventure, which seems to be just about right. There are a lot of ways to move things along in a haunted house in a manner that also provides clues as to how the characters can bring about a satisfactory ending.
“Satisfactory” can of course be as simple as escaping, escaping with the mcguffin, or bringing down the House, so to speak.
There are a lot of curtly-described rooms, and that’s not just because I’m lazy. It’s to provide the Guide (myself) with the opportunity to add more description appropriate to what the player characters have and haven’t done, and what they do or do not yet understand about the House.
Despite the time-sensitive nature of the House’s “woke count” this adventure is very much a situation rather than a timeline. The House is there; what it does depends on what the player characters do.
Unlike my other adventures, I designed this around printing on 8-½ by 11 sheets. I expected to make lots of changes every time I ran it, which meant reprinting it every time I ran it. Further, I expected to make those changes at the last minute, which meant no ordering from a printing service such as Lulu.com.
Now that I’m running Flashing Blades and Daredevils at North Texas, I don’t expect to use Crane Hill as a convention game again. The last time I ran it was 2019. So I thought it would be nice to put it online.
And what better time to release it than Halloween?
Besides making it available as a web site and download, I’ve also published a print version. It is exactly the same as the PDF.
Skills in Gods & Monsters do not define what a character can and cannot do, only what they get bonuses to do.
↑I don’t think I’ve seen the Phantasm• sequels, in which there are apparently some sort of super spheres which are golden.
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Adventure documents
- House on Crane Hill: Jerry Stratton at Lulu storefront (paperback)
- A haunted house for the Gods & Monsters roleplaying game, specifically designed for low-level characters and convention use.
- House on Crane Hill
- Some houses are born evil. Delarosa Manor is a mashup of Hill House, Phantasm, and similar books and movies. This is an adventure for first to second level characters, and designed specifically for convention use.
Gods & Monsters
- Encounter Guide
- A full panoply of creatures from Borogoves to Revenants and more.
- Gods & Monsters Rules
- All rules on creating characters and playing the game. This is what you’ll be using most as both player and adventure guide.
- The World of Highland Guidebook
- Highland provides a context for Gods & Monsters adventures. Highland is designed for the rural adventurer, where characters begin in small villages or remote areas and move in towards civilization as they learn more and more about their world’s past. It was designed as a version of the standard fantasy world imprinted on the American old west.
haunted houses
- Essential Werewolf by Night, Vol. 2• (comic book)
- Collecting Werewolf by Night #21-43 and a few others, this contains the Belaric Marcosa storyline from issues 34-37.
- The Haunting of Hill House•: Shirley Jackson (paperback)
- Hill House has become the prototypical haunted house, and yet the original is still the most beautiful.
- Horror Houses
- What to do when your house hates you? These movies will help you relate.
- The House of Lisport
- A brutal family murder left Lisport Manor empty and the town of Lisport undefended in the great war. Today the last holding of the Earl of Lisport is Lisport House, an inn in the bustling and dangerous gambling town of Fork.
- Illustrious Castle
- The Order of Illustration once guarded remote Biblyon. Today, Illustrious Castle is deserted, long-since looted of anything valuable. For second to third level characters.
- Phantasm• (DVD)
- Anchor Bay does a decent enough job pulling together a few extras, such as interviews with the Tall Man and Jody, a nice commentary track, and footage from a convention panel.
miscellaneous
- Daredevils Detailed Action Time and Action Options Cube
- The Fantasy Games Unlimited game Daredevils, from 1982, has a very interesting combat turn system. Plus, an Action-Option cube you can assemble yourself!
- Dueling aid for Flashing Blades
- Dueling is one of the many fun aspects of the Flashing Blades RPG. This dueling aid will help players choose their opponent, their two actions, and their parrying guess.
More adventures
- The Adventure Guide’s Handbook
- Weave fantasy stories around characters that you and your friends create. As a Gods & Monsters Adventure Guide you will present a fantastic world to your players’ characters: all of its great cities, lost ruins, deep forests, and horrendous creatures.
- L’Entreprenante l’Entreprenante: Mirror Universe Trek for Flashing Blades
- In the Mirror, Mirror parallel universe of the original Star Trek series, many of the pivotal moments in the history of the Federation happened in the opposite way. This includes the history of the Enterprise itself. This adventure takes place at the start of the Enterprise’s storied history as a naval vessel.
- Far Out, My Idol: A Kolchak adventure for Daredevils
- Carl Kolchak and guest stars investigate the infamous high-rise murders during Chicago’s record freeze of January, 1977.
- Kolchak: The Wrong Goodbye (a Daredevils adventure)
- Kolchak and crew investigates strange murders during the 1976 Christmas season. Inspired by “real” Soviet research as reported in UFO magazines of the era.
- Kolchak: The Big Creep (a Daredevils adventure)
- Inspired by The Powers of Dr. Remoux, The Big Creep is a Daredevils adventure for The Night Stalker set in the autumn of 1976.
- 17 more pages with the topic adventures, and other related pages
More Gods & Monsters game aids
- Sorceror spells
- Search sorceror spells, and make a list of all of the spells your sorceror can research.
- Spirit manifestations
- Search spirit manifestations, and make a list of all of the manifestations your prophet can use.
More haunted houses
- Vincent Price in House on Haunted Hill
- Another early haunted house on a hill ensemble, this one came out before Shirley Jackson’s book, and yet is, dare I say it, eerily similar.
- The hauntings continue
- “The Haunting” is an official remake of The Haunting of Hill House. In many ways disappointing, the acting makes up, partially, for the deficiencies in direction and plot.
- Algernon Blackwood’s The Empty House
- Algernon Blackwood’s The Empty House is almost certainly a precursor and inspiration to Shirley Jackson’s The Haunting of Hill House.
- Horror Houses
- What to do when your house hates you? These movies will help you relate.
More House on Crane Hill
- North Texas RPG Con Event: House on Crane Hill
- I’ll be running a new Gods & Monsters adventure at the North Texas RPG Con this June. “House on Crane Hill” is a Hill House-style mashup and homage about a house that was literally born evil.
