I'm running a small campaign on and off again, for those cases when we have an incomplete group to run our scifi or pirate campaign. This extra campaign is a horror campaign using D20 Cthulhu rules, called
HORROR AT THE HUXLEY HOUSE. We run this campaign via Roll20, and its all in black and white. I've commented on this campaign before, but this time around I'll share more of the actual plot.
Plot:
The players are investigators hired by the
Heritage foundation, a secret organization based in London, that investigates the paranormal during the 1930's. Heritage is custodian to various possibly dangerous paranormal objects in the UK, among which the
Huxley House is their most dangerous object. The Huxley House is not a normal house. It is a convergence point of so called Schisms in our reality. A briljant and crazy scientist called Benjamin Huxley came up with a theory that history actually repeats itself, because our timeline is being altered by some unknown force. And these alterations create warps or stitches in our space time continuum called Schisms. He came up with a series of mathematical equations that could to some degree predict when and where these Schisms would occur, and these formulas lead him to a strange house that seems to be at the center of it all.
After Huxley was committed to a mental asylum, his research became scattered among private collectors. The Veridical Gentleman's Club (later renamed to the
Veridical Society) dedicated themselves to continuing Huxley's research, and protecting the common people from the dangers of these paranormal events. But eventually in-fighting caused the organization to separate into two new organizations:
Heritage and
NEST. During the adventure, the players will have to deal with two members of NEST, who may not have the same goal as them.
Flash forward to the year 1936; It is the great depression, right after the first world war. Earlier that year, the Huxley House burns down, and reappears unscathed a month later. About a month before the investigation begins, a member of Heritage is lost in the house. And lastly, just 2 days before the investigation a loud and terrifying sound is heard all over London, that prompts Heritage to start their investigation.
The players are tasked with investigating what is going on with the house, and how to put an end to its strange behavior. The head of Heritage, Ernest Hall, believes the house to be like a pressure cooker. Safeties that were installed by Heritage in the past, may now be causing the house to become unstable. The players must reach a part of the house called The Inner House and open the Vault, to release the pressure. But during this investigation they may learn the true purpose and nature of the house. The house is also full of dangers. Horrifying creatures from outside our reality fester inside the house, eager to stop the players from reaching their goal. The closer they get to their goal, the more peril they will find themselves in.