THE BEAUFORT MANOR
Like
most structures in Malifaux no one is certain of who the original builders
were. The estate rests in Malifaux near the area where the wealthiest house
give way to the poorest. It’s also close enough to the quarantine zone that
people mistake if it belongs there.
The
house is a large manor with a thriving estate. From the street outside you can
discern very little of the house or grounds. The large stone wall is topped
with iron bars ending in jagged points. A huge gate wrenches and squeals when
opened. A hedge built inside the wall grows wild and unkempt stretching high above
the outer wall blocking all view of the house. This is an extremely well
cultivated image. Thatcher works hard to maintain this illusion.
Once
through the gate and inside the walls the view changes substantially. The
grounds are covered in wonderfully maintained topiary’s. The grass is green and
thriving. Numerous flowers, fountains, and shade trees dot the landscape. A
huge spiraling hedge maze rests in the backyard covering a large stretch of
property. There’s a fine orchard filled with cherry trees that. The orchard
hosts a small pavilion for intimate moments.
The
house is a picture of style and sophistication. The large white two story manor
house is covered in ivy. A series of six marble pillars hold up a balcony on
the second level. The interiors are elegant and serviceable.
Doctor
Beaufort likes a house that feels lived in. As such the interiors feel lived
in. He uses the furniture, walks the floors, and encourages what few guests
he’s had to do so as well.
There
are several rooms in the house that are easily available:
First
floor: Grand Hall, Kitchen, Dining Room, Study, Library, Ball Room, Music Room,
Cloak Room, Family Room, Sitting Room, Mud room, and a Pantry. Possible rooms:
a pool, weapons room, gallery, billiards room, and a trophy room.
Second
Floor: Hosts six guest rooms, a fabulous main bed room, a bathing room, and a
private bath.
The
Basement: A couple of storage rooms, a large furnace room, and a wine cellar.
Possible rooms: lab, workshop, weapons room, and a cold storage room.
There
is also an attic.
A
few notes on the rooms.
Grand
Hall: a large wrought iron and blue crystal chandelier hangs in the hall. In
the presence of powerful magic the chandelier glows green.
Library:
a faint breeze blows in this room. Beaufort has searched for a secret passage
but has yet to find one. He’s even removed all of the books and shelves, pulled
up the carpet, and is considering pulling bits from the walls.
Trophy
Room: The room is filled with the hunting trophies. They came with the house.
The centerpiece of the trophies are the three sabretooth chimera heads over the
large fire place. Beaufort is still trying to figure out what to do with the
trophies. The only reason he keeps them is he’s confident that some of the
trophies disappear from time to time. The mystery of it fascinates him. Though
he is confident that it’s dangerous due to some of the animal trophies kept
here.
Bathing
Room: The bathing room is a large tiled space with a few smaller iron tubs with
privacy screens set up. The center of the room features a large inset heated
pool. It’s not deep but is ringed by seating and can host several people at
once.
Dining
Room: The room is dominated by a large table capable of seating twenty guests.
The only room with soul stone powered lights. The lights can change color. The
color of the lights is controlled by a dial near the kitchen. Possible colors:
red, green, yellow, blue, and an odd violet color. Do the lights have an effect based on the
color?
Sitting
Room: a large comfortable room. An ather vox (magic radio) rests on a small
side table. Several comfortable chairs, a sofa, and a chaise lounge are
situated around the room. A small tray with various alcohols and glasses rests
in one corner. It also features the only picture of Beaufort. A large portrait
of Beaufort, a woman, and a young boy hangs over the large gothic fireplace.
Guest
rooms: Each of the guest rooms is done in a different color. Other than that,
they are all warm, inviting rooms. They each have their own small fireplace and
a private toilet. Each room also contains a wardrobe decorated with a different
woodcut scene on the front. Green: Stags in a forest clearing. Blue: Dolphins
leaping through waves. Pink: A merry go round filled with fantastic animals.
White: Rabbits in snow. Yellow: A field of wild flowers. Beige: Prairie dogs
playing a dessert valley. Do the wood cuts move? Are the significant? Do they
foretell anything?
The
Wine Cellar: The wine cellar is not original to the house. When Malifaux was
occupied the first time before the breach closed for one hundred years the
family that lived here built over the original room. Beaufort hasn’t realized
this. The room was originally a scrying chamber. If the hardwood floors are
pried up it will reveal several symbols carved into the floor. A clue to the
room original purpose is carved into the walls. A fate reading is inscribed
there. It begins up the left wall from the stairs with two lines, one line on
the far wall, and the final two lines are down the right wall and finish by the
stairs. The prophecy will be created during character creation. It will be the
fate of the house/campaign.
I
should explain Fate. In Through the Breach characters are generated through a
sort of tarot reading mechanic that gives them numbers to use as stat and skill
numbers. It also generates a characters fate. These are five line poems where
each line is played out over the course of a single session. The campaign will
last until each character plays through their entire poem. I intend to have an
additional fate reading done that will pertain to the campaign or house, I
haven’t decided.
It’s
one of the things I like about Through the Breach, the campaign has a set
length. We play five sessions for each character and then the story is over.
You can keep playing, but I like the fact that the story has an ending and we
reach it. It lets players bring in new characters and ideas. I will be adding
an extra five games to this story by including a fate reading beyond the
players.
I'll be back next week with starting notes on the overarching story and the evil plot.