The Quiet House

An example adventure: a house where something cries at night, and three rooms that remember why.

Example adventure · a worked demonstration, not a finished module

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About this adventure

This is an example adventure, not a finished module. The other examples are a mystery, an investigation, a delve and a voyage; this one is a ghost story, where knowing what happened matters more than fighting. Explore the rooms in any order. What you find decides how you can face the ghost at the end, and there is more than one good way to finish. Rolls are made for you with a d20, failures cost you something but keep the story moving, and the oracle settles what the story leaves open. Use any character you like: this adventure only tracks six hit points and what you carry.

Plan on about 10-15 minutes per run. The story has several different endings, and the names, places, omens and trouble change every time you start fresh.

What this example shows

How it works

Pick a choice and the story moves on. When the outcome is uncertain the adventure rolls a twenty-sided die for you, and a failed roll costs you something instead of ending the story. When a question needs a yes or no, the oracle answers it using the same odds system as our yes/no oracle. Your hit points, what you carry and a short journal are kept as you go, and your progress is saved in this browser so you can close the page and come back. You can also export your progress to a file and import it later, on this device or another.

Replay and share

Every run has a short code in the page address. Open the same address later, or send it to a friend, and you will meet the same names and places. Tap restart for a fresh set.

Make it your own

Each scene links to the generators and ambience that fit it. Open them in another tab to add detail, or play the suggested soundscape while you read. You can bring any character you like, because the adventure tracks only hit points and the things you pick up along the way.

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