TEXT: the             
  tremulus           
  a playset expansion for Ebon Eaves
  museum
  
  reality blurs presents
  The Museum 
  (Ebon Eaves playset expansion II)
  writing, layout, and graphics
  by
  Sean Preston
  editing
  Lyn Harm and Brad Bell
  tremulus: a storytelling game of lovecraftian horror, tremulus, Ebon Eaves, 
  associated images, and content are copyright 2012-13, Reality Blurs, LLC.. 
  
  -1-
  The Museum 
  (Ebon Eaves Expansion II)
  As odd as it may sound, some small towns have museums, and those 
  museums are frequently not the stuffy affairs you’d expect to find in the 
  big city. They often feature a hodgepodge of random relics and unusual 
  bits of bric-a-brac accumulated by one local with a penchant for collection. 
  Sometimes, it’s the effort of the town to stretch its legs and grow into 
  a cultural center, either for economic reasons or the more ego-driven 
  motivations of one or more council member. Following a few simple steps, 
  you can easily integrate a museum into your new or ongoing storyline with 
  the players being none the wiser. 
  Using an Expansion
  Any playset expansion is designed to give additional options to you, the 
  Keeper, in creating the framework(s) for your group’s story. Rather than 
  crafting an entirely new set of questions and telegraphing to your players 
  “this is important”, a playset is something you can introduce at any time 
  by already examining a particular key list of questions. This prevents 
  revealing too much to your players and spending time with more questions, 
  while ensuring the expansion ties into key elements already present in the 
  established playset. As with the core playset, there is information that is 
  player-facing and a separate section of information for the Keeper’s eyes 
  only. The player facing information should be revealed over the course 
  of play and not immediately presented, as is done with the basic playset 
  information.
  Using the Museum
  Following these design principles, the Keeper need look no farther than the 
  answers to the TOWN LORE questions provided in the EBON EAVES 
  playset. The alphanumeric codes match up seamlessly and build upon the 
  existing town structure.  If you want to get more into the storytelling 
  aspects of things, this introduces a third arc into your existing game, and 
  is suggested for creating a more complex extended period of play (such as 
  a small story arc of 3-5 sessions or a campaign of even greater duration).
  
  -2-
  Investigator Notes
  [ABC]The Age of Ravens
  On the surfACe:  Odin House is a squat, unassuming building just off 
  the main thoroughfare, partially hidden away beneath old, thick oaks behind 
  rusting, iron covered, ornamentation. A sign wedged into the gate half-
  heartedly announces the stone edifice as Odin House: A Nordic Experience, 
  Free Admission.
  Keeper nOtes: [M1]
  [ABD] The Ben Lowenstein Museum of Natural History
  On the surfACe: On the town square, just as one pulls into town, 
  catty corner to the bank and city hall, is the towering four story Ben 
  Lowenstein Museum of Natural History.  Painters are putting on the 
  finishing coats of paint while an older man gazes on approvingly, and a 
  shorter, angrier looking man, grits his teeth, and grimaces. 
  Keeper nOtes: [M2]
  [ABe] Blackburn’s Museum of Screams
  On the surfACe: There is a rundown, black building on the outskirts of 
  town that has become something of a tourist trap. The ragged awning has 
  the faded words “Museum of Screams” in block lettering above it. Some 
  people swear they hear screams coming from it on moonless nights.
  Keeper nOtes: [M3]
  
  -3-
  [ABf] Broken Chains: Lost Links to the Past
  On the surfACe:  Turner Heights Museum of the Remarkable is on the 
  bypass into town atop a hill. There is a sign boasting of its 199 exhibits as 
  visitors enter, reminding them to see the remarkable relic room, and see 
  what wonders have been discovered by Hamilton Hawk.
  Keeper nOtes: [M4]
  [ABG] The C.A. Smith Museum of Psychiatry
  On the surfACe:  Located in downtown Ebon Eaves, near a garment 
  warehouse, this dusky museum reveals the mysteries of the mind, and how 
  madness has been treated through the ages. Or at least that’s what the neatly 
  printed sign on the corner claims.
  Keeper nOtes: [M5]
  [ACD] Small Gods
  On the surfACe:  The Crater Rock Museum rests on the edge of the 
  crater, overlooking the abyss. Painted in pastel pinks and blues, it looks 
  more like a large tourist trap than anything else. On any given day, a 
  small queue runs out the door where a burly man sells tickets to stand on 
  the Black Balcony.
  Keeper nOtes: [M6]
  [ACe] Slantwood Museum of the Occult
  On the surfACe:   The two-story brownstone looks old, but well 
  maintained. It sits apart from the town, adjacent to the sprawling Sterling 
  estate. Obviously a residence and business combined, the sign on the door 
  says SLANTWOOD and the hours listed as “WHEN THE SPIRIT MOVES 
  ME”. A large pit bull rests nearby. Whether its chain could reach the porch 
  or the beast has the will to move are questionable.
  Keeper nOtes: [M7]
  
  -4-
  [ACf] Maxwell’s Museum of the Miscellaneous
  On the surfACe:   Nestled between Jacobson Barbers and Lewis’ 
  Hardware, this museum sees a lot of foot traffic. In the window display 
  is a mixture of handguns, bibles, bric-a-brac, animal skulls, and a crucifix 
  detailed with intricate gold leaf. The placard next to this odd assortment 
  reads “Come into our Living Museum, Make me an offer, Walk out with 
  a Piece of History”.
  Keeper nOtes: [M8]
  [ACG] The OK Learning Annex
  On the surfACe:  The three-story Olivia King Learning Annex 
  overshadows the recently refurbished Frederick King Allen Library. The 
  community is pleased the children have a place to spend their afternoons, 
  and it is always bustling with activity.
  Keeper nOtes: [M9]
  [ADe] The Whitcombe Memorial Book Archive  
  On the surfACe: People claim the WMB is a great place, though it’s 
  only open on the 1st and 15th of each month, as the curator, who resides 
  there, Oliver Hart, is a sick, reclusive man. The price for admission is steep, 
  but the collection includes some rare works on display, and a guided tour.
  Keeper nOtes: [M10]
  
  -5-
  [ADf] Faultless Frank’s Rock Museum
  On the surfACe: Located just out of town along the highway, Faultless 
  Frank’s Rock Museum regularly attracts tourists and travelers as it also 
  features a gas station and small diner. Despite the rundown façade, the 
  place is immaculately kept, and Faultless Frank is quick to greet any 
  visitor like an old friend, with a firm handshake and a broad, beaming 
  smile.
  Keeper nOtes: [M11]
  [ADG] The Pauper’s Museum  
  On the surfACe:   A rundown warehouse across the tracks from polite 
  society houses The Pauper’s Museum, one of the greatest museums in this 
  part of the country thanks to the “Restore America” project. Construction 
  is underway to clear some of the nearby low income housing to make 
  room for renovations including additional parking, a new high school, and 
  several fancy restaurants. 
  Keeper nOtes: [M12]
  [Aef]  The Ebon Eaves Oceanography Museum
  On the surfACe:  A marvel of modern construction, The Ebon Eaves 
  Oceanography Museum, looks completely out of place. It belongs in 
  a much larger city where it can be properly maintained. As it is, the 
  grounds are  overgrown, and it is only open on Tuesdays, Thursdays, and 
  alternating Sundays. Most people walk by as though it doesn’t even exist.
  Keeper nOtes: [M13] 
  
  -6-
  [AeG]  Blue and Grey 
  On the surfACe:  The C. H. Grant Memorial Museum stands near a 
  small manicured park on the west end of town.  The cracked façade and 
  dirty windows only heighten the sense of age and history swirling around 
  the building. In the park is an immense verdigris-covered bronze statue of 
  a war veteran.
  Keeper nOtes: [M14]
  [AfG] The Glass Menagerie
  On the surfACe: The Four Winds Animal Glass Factory is a tourist spot 
  with its gaily colored, decorative animals, featuring a working furnace with 
  an old glassblowing tradition, dating back to the town’s founding. It is on 
  the historical registry. 
  Keeper nOtes: [M15] 
  [BCD] The Modern Art Annex
  On the surfACe:  Standing beside the Barkley Museum of Natural 
  History is the more recently constructed Modern Art Annex. It officially 
  opened last year, according to the marble cornerstone listing its primary 
  founder and backer as Emily Keyes-Barkley.  
  Keeper nOtes: [M16]
  
  -7-
  [BCe] The Museum of Broken Toys
  On the surfACe:  The Broken Palace once belonged to Old Matthew 
  Oberon back when it was known as The Silver Palace of Amazing 
  Amusements. It’s been given a second life as The Broken Palace, a rundown 
  museum that stays busier than it likely should.  
  Keeper nOtes: [M17] 
  [BCf] The Boomtown Historical Society
  On the surfACe:   Despite it’s high-sounding name, the old museum in 
  the center of town is an eyesore, and most folks say it’s not worth visiting. 
  Yet, it offers up air-conditioning, and a respite from the summer heat and 
  warmth and warm soup on a cold day, for any willing to listen to the 
  disjointed ramblings of Old Man Breckinridge.
  Keeper nOtes: [M18]
  [BCG] The Ebon Eaves Ancient Wars Museum
  On the surfACe:  Set behind the courthouse, this granite building 
  is a loving monument to battle with detailed scrollwork of a sprawling 
  Romanesque conflict above the columned entryway. The massive marble 
  floor lends it a stately grace. Its hours shifts with the seasons--short in 
  summer and extended in the winter. 
  Keeper nOtes: [M19] 
  
  -8-
  [BDe]   The Marsh House
  On the surfACe:  The pale yellow four story mansion is perched 
  precariously on the marshes edge, and has been for years. The fine brick 
  wall around the manor is half-submerged on the swamp-ward side. A 
  reminder to all that, though the house was there first, the swamp will one 
  day win. The home belongs to Thomas Turnbull, a retired antiquarian 
  and the last of his line. 
  Keeper nOtes: [M20]
  [BDf]  The Austrian Martial Arts Museum
  On the surfACe: Beyond the courtyard of the Carol Young statue, 
  behind iron gates of exquisite workmanship even years of rust can’t hide, 
  stands the stately Austrian Martial Arts Museum.  Open Tuesday through 
  Thursday, it offers visitors a distinctly European perspective on hand-to-
  hand combat, both armed and unarmed, though most folks come to gawk 
  at the massive suits of baroque era arms and armor found within.
  Keeper nOtes: [M21] 
  [BDG]  The Red Rock Museum  and Restaurant
  On the surfACe:  Decorating billboards and buildings for miles around 
  is signs showing the Red Rock Museum, located “on the jut to the 
  Mountains, come get a taste of majestic living”.  Folks say it’s a tourist 
  trap, and serious hikers should pack their own trail mix, get their gear in 
  town, and not bother wasting any time or money there.
  Keeper nOtes: [M22] 
  
  -9-
  [Bef] The Local National Initiative
  On the surfACe: Until six months ago, no one bothered to visit the 
  museum, and it, like Carter Malone, was becoming a laughing stock. All 
  that changed when the Etruscan exhibit rolled into town with great fanfare, 
  bringing with it an uptick in the economy, and a perceptual shift of this 
  now revered point of local pride and the popularity of its favored son, Mr. 
  Malone.
  Keeper nOtes: [M23]
  [BeG] Optimus Princeps
  On the surfACe: Five Columns Museum has been a part of the town, 
  like the library, from the very beginning, and its gone through its ups and 
  downs, as any civic center is wont to do. Presently, it’s featuring farm tools 
  from Colonial America, though it has some long-running popular displays 
  like the shrunken head, the monkey’s paw, and relics from Rome.
  Keeper nOtes: [M24] 
  [BfG]  The National Scrimshaw Museum 
  On the surfACe:  The privately owned collection of scrimshaw not only 
  made national news when it was donated to the town, it also earned the 
  honor of becoming the only museum dedicated to this art form. As such, 
  federal officials soon turned the Ebon Eaves Scrimshaw Museum to the 
  National Scrimshaw Museum, and ensured its upkeep and maintenance 
  for years to come. It has become a popular tourist destination and is open 
  seven days a week from sunrise to sunset.
  Keeper nOtes: [M25]
  
  -10-
  [CDe] The Taylor Fine Arts Museum
  On the surfACe:  The town is excited about getting a new exhibit and no 
  one knows what it is yet. It’s supposed to be announced at a special charity 
  event in a few days, though a few folks have seen trucks rolling in, and 
  reports are items are being moved into it in the midnight hours.
  Keeper nOtes: [M26] 
  [CDf] Bones of the Dead
  On the surfACe:  Known nationally as “the Murder Museum”, The 
  Foster Forensic Museum displays some of the most sensationalistic murders 
  to have been committed throughout the nation’s bloody history. The real 
  centerpiece known to all is the Outlaw Laws Spree which is not to be seen 
  by the elderly or weakhearted.
  Keeper nOtes: [M27] 
  [CDG] The Abandoned Wax Museum
  On the surfACe: There used to be a museum in town, before things 
  turned upside down. It is in the warehouse district, and it’s been abandoned 
  until a few years ago when someone bought up the property lock, stock, 
  and barrel. Curiously, though, it hasn’t reopened, though people see lights 
  in there from time to time. The word is someone is living there, and is 
  covering their tracks very thoroughly.
  Keeper nOtes: [M28]
  [Cef] The Miniatures Museum
  On the surfACe:  Located in the residential district, the Miniatures 
  Museum is in the basement of the Leslie Hurt Bed & Breakfast. People 
  renting rooms may tour the museum for free, while it is otherwise by 
  appointment only. 
  Keeper nOtes: [M29] 
  
  -11-
  [CeG] Fit for a King
  On the surfACe:  The town of Ebon Eaves has long held a fascination 
  with fashion which grew more pronounced after the Yellow Fever epidemic 
  subsided. The Memorial Tailor’s Museum was opened in 1904, and is 
  supported strictly by donations of money, clothing, and volunteers. It is 
  open Sunday through Tuesday, and is a popular spot for folks to visit after 
  church where most folks give “the second tithing”. 
  Keeper nOtes: [M30]
  [CfG] Industrial Arts Museum
  On the surfACe: Few folks have much interest in museums and less 
  in art, but the Industrial Arts Museum should give the economy a much 
  needed boost, so there is a bit of excitement attached to the project. Andrew 
  Pinkham, a hometown hero, has been using locals as he can to renovate the 
  factory, even hiring the old plant manager Thomas Crowell. 
  Keeper nOtes: [M31]
  [Def] The Lost Exhibit
  On the surfACe:  The Ebon Eaves Majestic is reopening , promising an 
  exciting new exhibit by the end of the month. The city is a flurry of activity 
  as people prepare for “Castles Made of Sand: Eyes Turned Eastward”.
  Keeper nOtes: [M32]
  [DeG] Lancaster Historic Medical
  On the surfACe:  Largely boring and mundane, the LHM provides a 
  basic overview of medical practices and procedures from the past century. 
  Most locals have gone there a number of times during high school, and 
  with the nearby medical university, the museum does a steady business. 
  Two months ago, a city permit granted an expansion, and a tower has 
  been grafted on to the central building. Though the work was completed in 
  record time, the tower is not yet open to the public, leaving its true purpose 
  open to conjecture.
  Keeper nOtes: [M33]
  
  -12-
  [DfG] The Underground Movement
  On the surfACe:   Next to the clock tower is a narrow wedge of a 
  storefront with a small sign indicating it is the Ebon Eaves Underground 
  Art Museum. The door, never locked, leads to a small studio in disarray. 
  Arrows painted on the wall lead to a back room, and stairs down to the 
  museum proper.
  Keeper nOtes: [M34] 
  [efG] The Palmer Funeral Funerary Museum
  On the surfACe:   Ebon Eaves is largely status quo, so it was surprising 
  when the Natural Museum changed hands last fall, and became the 
  surprisingly popular “Death Museum”. As word spreads, more and more 
  people visit the town, causing some concern amongst the more conservative 
  of the townsfolk. 
  Keeper nOtes: [M35]
  
  -13-
  Keeper Notes
  [M1] The Age of Ravens
  BeneAth the surfACe:  The museum occupies the whole of the bottom 
  floor of the two story building, and is the accumulated detritus of Bret “Bing” 
  Erisman, a Bavarian immigrant who died of a sudden heart attack ten years 
  ago.  Felicity Chase, his only surviving relative and recovering alcoholic, 
  moved into the house a few years back, and squeaks out a living through 
  donations visitors give her after the conclusion of her tours. Her looks, 
  though fading, ensure her a steady business of repeat visitors. Of particular 
  interest is an authentic viking helmet, a wickedly sharp sword from the 
  5th Century inscribed with runes reading “Beowulf”. There is a basement 
  containing several crates of items Erisman brought with him from the old 
  country. 
  Hazards
  elDers:  Felicity Chase 
  WeirD: Viking Sword
  see AlsO: investiGAtOr nOtes: [ABC]
  [M2] The Ben Lowenstein Museum of Natural History 
  BeneAth the surfACe:  As a patron of the arts, a former mayor, and 
  current councilman, Ben Lowenstein has accomplished much in his life 
  already. He wanted to be remembered, and pushed through a bill getting 
  the small informal museum named after him, when he promised to arrange 
  for regular exhibits through his contacts in the east coast. Most recently, a 
  stele arrived from South America with no return address. Thomas Brown, a 
  portly man, who bullies those he can, considered it an anonymous donation, 
  and is presently setting it up for it’s debut in a themed exhibition called “The 
  Secrets of South America” he already had in the works.
  Hazards
  elDers: Thomas Brown (The Curator)
  WeirD: An oddly carved stele
  see AlsO: investiGAtOr nOtes: [ABD]
  
  -14-
  [M3] Blackburn’s Museum of Screams
  BeneAth the surfACe: aul Blackburn, born and raised in Ebon Eaves, 
  is something of an eccentric. Fascinated as he is with pain, death, and 
  suffering, it is no surprise he took his mother’s death hard, and turned his 
  interest into an obsession. The museum’s popularity spiked when a visitor 
  suffered a heart attack in the room housing the Iron Maiden. Blackburn 
  took this opportunity to claim the man had been frightened to death, and 
  people came from miles around to see “Metal Millie” (as they named the 
  Maiden). Blackburn took this sudden windfall and invested in billboards 
  and advertising. Something awakened in Metal Millie that night, and has 
  already begun to corrupt the already weak-willed Blackburn. 
  Hazards
  elDers:  Paul Blackburn
  WeirD: Metal Millie
  see AlsO: investiGAtOr nOtes: [ABe]
  [M4]Broken Chains: Lost Links to the Past
  BeneAth the surfACe: The townsfolk have long been fascinated with 
  science and history, so it was only natural that when the museum was 
  built a dozen or so years ago, they’d begin filling it up with all sorts of 
  strange items they’ve collected over the years. The museum is largely full of 
  mundanities--an old tractor, an early ice box, yet things get interesting in the 
  relic room where there is always a peculiar item on display, whether it be an 
  allegedly alien ray gun dug up in Marvin Hills or the functional time piece 
  purported to be from the 5th century. Hamilton Hawk, the curator, watches 
  visitors closely, constantly reminding them to not touch anything or else.
  Hazards
  elDers:  Hamilton Hawk
  lAnDsCApe: Relic Room
  see AlsO: investiGAtOr nOtes: [ABf]
  
  -15-
  [M5] The C.A. Smith of Psychiatry
  BeneAth the surfACe:  Professor Smith studied Travesty Wells in her 
  youth, and rather than reshaping her mind, she reshaped his. He survived 
  the fire, and bears scars on both body and soul. Smith, a failure in the 
  community, and tacitly held responsible for the tragedy (as everyone sought 
  a scapegoat), opened up a small museum where he took his academic 
  knowledge and attempted to make it slightly entertaining. However, many 
  of the artifacts are things he dug up from the burned down asylum before 
  it was rebuilt.
  Hazards
  lAnDsCApe: The Museum
  WeirD: C.A. Smith
  see AlsO: investiGAtOr nOtes: [ABG]
  [M6] Small Gods
  BeneAth the surfACe: Despite being poorly run and curated, the 
  CRM makes a tidy profit. It is owned by Judge Thresher who ensures 
  there is nothing connecting his family to the tragedy within. His cousin, 
  Franklin “Frankie” Manning, a functional alcoholic, manages the day to 
  day operations. He collects trinkets, and just recently purchased a strange, 
  bronze figurine of a Minoan household goddess that he’s placed just inside 
  the entryway of the two story shop.
  Hazards
  elDers: Frankie Manning
  WeirD: Minoan Bronze Figurine
  see AlsO: investiGAtOr nOtes: [ACD]
  
  -16-
  [M7]  Slantwood Museum of the Occult
  BeneAth the surfACe:  Most folks don’t approve of Slantwood and his 
  museum, instead choosing to give his place a wide berth. He managed to 
  blackmail the mayor into selling him a parcel of city land for him to place 
  his museum. Sure, it’s on the outskirts of town, but Slantwood got it cheap. 
  Herman Slantwood, a firm believer in mysteries, has been having fitful 
  dreams since he found the opal pendant, dreams which drove him to pull 
  up stakes from the big city, and reopen his museum here. People suspect 
  he’s up to no good, and they’re right. His dreams, though more restful, are 
  worlds darker as evil crawls out of the ether and into the pendant he wears 
  about his neck.
  Hazards
  lAnDsCApe: The Front Porch 
  WeirD: Opal Pendant, The Unbound Books
  see AlsO: investiGAtOr nOtes: [ACe]
  [M8] Maxwell’s Museum of the Miscellaneous
  BeneAth the surfACe: Maxwell Weaver is a retired florist from abroad 
  with a criminal background as a fence, and has rather expensive tastes, 
  so still dabbles a bit in moving items of questionable ownership. He is 
  a smallish, mousy fellow with tufts of greying blond hair at his temples. 
  Weaver can get nearly anything, given enough time and enough money, 
  with no questions asked.
  Hazards
  elDers: Maxwell Weaver
  tOWnies: Thugs
  WeirD: Ancient crucifix
  see AlsO: investiGAtOr nOtes: [ACf]
  
  -17-
  [M9]  Maxwell’s Museum of the Miscellaneous   
  BeneAth the surfACe:  Maxwell Weaver is a retired florist from abroad 
  with a criminal background as a fence, and has rather expensive tastes, 
  so still dabbles a bit in moving items of questionable ownership. He is 
  a smallish, mousy fellow with tufts of greying blond hair at his temples. 
  Weaver can get nearly anything, given enough time and enough money, 
  with no questions asked.
  Hazards 
  elDers: Olivia Kin
  tOWnies: The children
  see AlsO: investiGAtOr nOtes: [ACG]
  [M10] The Whitcombe Memorial Book Archive
  BeneAth the surfACe: Oliver Hart, once Whitcombe’s lab assistant, 
  abandoned any hope of bringing the government’s abuses to light some 
  years ago (chiefly at the behest of Laura Whitcombe). He is a frail man 
  who contracted a skin disease he’s managed to keep in check through 
  certain arcane alchemical elixirs requiring rare exotic ingredients he picks 
  up at Grant’s Pharmaceuticals.
  Hazards
  lAnDsCApe: Grant’s Pharmaceuticals
  WeirD: Oliver Hart
  DOOM:  The Plague
  see AlsO: investiGAtOr nOtes: [ADe]
  
  -18-
  [M11]  Faultless Frank’s Rock Museum
  BeneAth the surfACe: Frank’s museum was about to go belly up 
  when he decided to start charging for his cooking. Hikers and rockhounds 
  stopped by his place to eat, and the generous sod would fix a meal for any 
  down-on-their-luck panhandler to wander in. People didn’t mind paying, 
  so Frank invested in putting in a proper gas station. The Museum itself 
  became almost an afterthought, a collection of rocks and stones gathered 
  from the area, mostly worthless, with the exception of the bone fide chunk 
  of meteor sitting in the front window, near the cash register. The meteor 
  is slightly radioactive, causing madness after long term exposure. To date, 
  that’d be Frank himself and his devoted following of rockhounds.
  Hazards
  tOWnies: Rockhounds
  WeirD: Faultless Frank, The Meteor
  see AlsO: investiGAtOr nOtes: [ADf]
  [M12] The Pauper’s Museum
  BeneAth the surfACe: The mayor thought the town could use some 
  culture, and began sending invitations out to various universities and research 
  centers to invite them to contribute books, used lab equipment, and the like 
  to help them build a museum. The outcry garnered few contributors until 
  Plum Reed, a former model and Ebon Eaves native, took up the banner 
  at the advice of her publicist to help the public forget about some of her 
  recent indiscretions. Surprisingly good at public relations herself, Ms. Reed 
  has become the face of the “Restore America” project with The Pauper’s 
  Museum as its crowning jewel.
  Hazards
  elDers: Patricia “Plum” Reed
  see AlsO: investiGAtOr nOtes: [ADG]
  
  -19-
  [M13]  The Ebon Eaves Oceanography Museum
  BeneAth the surfACe: The pride and glory of the community, the Fish 
  Tank, as the locals call it, has a most interesting story. The mayor got some 
  cultural funding a few years back, and his childhood fascination with oceans 
  led him to invest it in this “sure fire tourist attraction” rather than into the 
  schools or the library. Unsurprisingly, the enterprise went belly up, and now 
  it is little more than a glorified aquarium, hemorrhaging money.  Wally, 
  the prize attraction, a two hundred year old catfish, grows more twisted 
  and strange-looking each day. Only the night janitor, Mortimer Wiles has 
  noticed this, and no one believes his growing concerns for what Wally 
  might become.
  Hazards
  elDers: Phillip Gardner
  WeirD: Wally (ancient catfish), Mortimer Wiles
  see AlsO: investiGAtOr nOtes: [Aef]
  [M14] Blue and Grey
  BeneAth the surfACe: The museum closed down a dozen years ago 
  after the murder-suicide of Jason and Delilah Daniels in the main exhibition 
  hall. The town sold the building and all its contents to Zachary Miller, a 
  real estate developer. Presently, his team is cataloguing the inventory while 
  he deals with a surprising amount of resistance from the local reinactment 
  society led by Alex London.
  Hazards
  elDers: Zachary Miller
  tOWnies: Reinactors
  lAnDsCApe: The Defaced Statue
  see AlsO: investiGAtOr nOtes: [AeG]
  
  -20-
  [M15] The Glass Menagerie
  BeneAth the surfACe:The glassblowing furnace is sentient, and 
  requires human blood to continue to operate.  Tabitha Laws, the museum 
  curator, knows this and willingly feeds it unruly children from out-of-town 
  visitors, especially the ones who talk too much during her tours.
  Hazards
  elDers: Tabitha Laws
  lAnDsCApe: The Furnace
  see AlsO: investiGAtOr nOtes: [AfG]
  [M16] The Modern Art Annex
  BeneAth the surfACe: The aloof cousin of J.K. Barkley, Emily Keyes-
  Barkley recently settled into Ebon Eaves two years ago, citing ailing health. 
  Inspired by her fond memories of some of the finest galleries throughout 
  Europe, she made a sizable investment in building an art gallery of her 
  own. Already, she is drawing attention of some of the finest painters, and 
  The Modern Art Annex has been featured in numerous newspapers and 
  periodicals.
  Hazards
  elDers: Emily Keyes-Barkley
  see AlsO: investiGAtOr nOtes: [BCD]
  [M17] Sunrise Estate
  BeneAth the surfACe: SThe Broken Palace once was a proper toy store 
  and repair shop until Mathew Oberon passed away forty years ago. Since 
  then, it passed through a number of hands until purchased by Christophe 
  Clarke, the last descendant of a dark line. Clarked gave it a paint job, set 
  up his residence in the basement, and spends his days working and fixing 
  some of the junk he finds in the basement, while letting people explore the 
  fascinating workshop of the enigmatic Mathew Oberon.
  Hazards
  elDers: Christophe Clarke
  see AlsO: investiGAtOr nOtes: [BCe]
  
  -21-
  [M18] The Boomtown Historical Society
  BeneAth the surfACe: The mayor wants to condemn the old museum, 
  so they can free up the valuable corner for real estate development. Blaine 
  Breckinridge, the only known survivor of the gold fever, refuses to sell, and 
  makes a meager living showing the few relics he claimed to have dug up on 
  his quest for gold. His lawyer, local legend, Miranda Washburn who got the 
  Johnstone boy off from a murder charge last summer, is blocking the city’s 
  progress. People pay Blaine large sums when struck by the gold fever, and 
  the old man has accumulated quite a tidy sum he keeps in an iron chest in 
  the attic.
  Hazards
  elDers: The Mayor, Miranda Washburn
  lAnDsCApe: The Attic
  OutCAst: Blaine Breckinridge, Tom Johnstone
  WeirD: The Chaplin’s Relic
  see AlsO: investiGAtOr nOtes: [BCf]
  [M19] The Ebon Eaves Ancient Wars Museum
  BeneAth the surfACe: The EEAWM is a world class museum little known 
  beyond the corners of the community save to academics and aficionados 
  of dusty battles. It focuses mostly on historical conflicts throughout Europe 
  and the Middle East, with exceedingly violent dioramas and exacting replica 
  weapons. Tom Gerrard, the curator, is a middle-aged veteran with a slight 
  limp from an injury suffered on the battlefield. 
  Hazards
  elDers: Tom Gerrard
  see AlsO: investiGAtOr nOtes: [BCG]
  
  -22-
  [M20] The Marsh House
  BeneAth the surfACe: Thomas Turnbull is home to repay a long 
  overdue blood debt. His family, founders of the town, made a pact for 
  peace and prosperity as long as a Turnbull resided in Yellow Hall. Thomas 
  dismissed the story as superstition until his childhood love drowned in the 
  swamp the week after his brother, Aidan, died. He learned his brother’s 
  debts were immense. In an effort to repay the creditors anxious to buy up 
  the property, Turnbull has recently opened up the home and placed his 
  private collection on display.
  Hazards
  elDers: Thomas Turnbull
  MythOs: Deep Ones 
  DOOM: The Fall of Marsh House
  see AlsO: investiGAtOr nOtes: [BDe]
  [M21] The Austrian Martial Arts Museum
  BeneAth the surfACe: Carol Young believed in ringen (grappling), 
  and was a student of Leopold Linser. His last name, originally spelled 
  Jung, was misspelled when he immigrated to America in his youth. When 
  Young became mayor, he saw to it his old mentor had a comfortable home, 
  surrounded by a lifetime of things, thus, the museum was open and Linser 
  became its only resident as well as curator. With the disappearance of 
  Young, Linser seeks a new student to carry on his work as the dark arts that 
  have prolonged his life no longer work. 
  Hazards
  WeirD: Blade of the Blooded
  OutCAst: Leopold Linser
  see AlsO: investiGAtOr nOtes: [BDf]
   
  
  -23-
  [M22] The Red Rock Museum and Restaurant
  BeneAth the surfACe: Near the hiking trail leading to Apocalypse 
  Caverns stands a squat, ugly building that looks more like a bunker than 
  a museum, but the sign says otherwise. Built to look natural and blend in, 
  most locals agree it is all kinds of ugly, and the diner, little more than a root 
  beer stand does nothing to improve its image. Still, there are useful maps to 
  be had, and usually one or two old hands offering up their service as guides 
  to any willing to hire them for the day. 
  Hazards
  elDers: Patrick Brown
  tOWniers: The Guides
  lAnDsCApe: The Musuem
  see AlsO: investiGAtOr nOtes: [BDG]
   
  [M23] The Local National Initiative
  BeneAth the surfACe: Despite the town’s initial resistance, the city 
  council got the necessary funding from the federal government to open up 
  what they hoped would become a microcosm of a big city museum. They 
  have been able to bring in exhibits and the most recent “Of the Etruscans” 
  exploring an enigmatic people and its civilization has really drawn national 
  attention as such items, as the Rose Amphoras, have never been displayed 
  outside of Italy before. Carter Malone servers as interpreter and intermediary 
  to Rosa Pierangelo, an Italian diplomat sent to ensure the safety of these 
  valuable treasures. 
  Hazards
  elDers: Carter Malone, Rosa Pierangelo
  tOWnies: The Exhibition Staff
  WeirD: The Rose Amphoras
  see AlsO: investiGAtOr nOtes: [Bef]
  
  -24-
  [M24] Optimus Princeps 
  BeneAth the surfACe: Amidst all the dusty relics of Greek and Rome, 
  there is one chamber well maintained. It is upstairs beneath a skylight, 
  and seems almost holy in its way. There rests a bust of Trajan, while the 
  walls display some of this Roman ruler’s relics. Though not immediately 
  obvious, Manley and Trajan are one and the same. In fact, Manley funded 
  construction of the museum as a tribute to himself.  Trajan once was a 
  good, pure man. He craved immortality, and it came at a steep, steep price.
  Hazards
  WeirD: Shrunken head
  see AlsO: investiGAtOr nOtes: [BeG]
  [M25] The National Scrimshaw Museum
  BeneAth the surfACe: Yet another testament to the rare combination of 
  madness and wealth that gets things done, the National Scrimshaw Museum 
  began out of the desire for Franklin Ashford to make his ailing son, Peter 
  happy. The boy developed a fascination with carved bits of bone his father 
  had collected from his year aboard a merchant marine, and his father took 
  it to its illogical extreme, buying all manners of scrimshaw even, as it were, 
  to fill up a museum. A museum the son established in his father’s memory 
  upon inheriting the family fortune.
  Hazards
  elDers: Peter Ashford
  tOWnies: The Whaling Knife
  see AlsO: investiGAtOr nOtes: [BfG]
  
  -25-
  [M26] The Taylor Fine Arts Museum
  BeneAth the surfACe: Located on the town square, this museum is 
  rarely visited by the locals except when the exhibitions change (every three 
  to six months). The latest exhibit features The Art of Egypt, including 
  blocks of pyramid, a stuffed camel, several mummies, and an assortment of 
  statuary and scrolls. Professor Thomas Lane from New York, a well-known 
  Egyptologist, is accompanying the exhibit. Nathan Frank, the curator, is 
  at odds with him, about how best to display the items on loan from the 
  Alexandrian National Museum.
  Hazards
  elDers: Professor Thomas Lane, Nathan Frank
  WeirD: Eqyptian relic
  see AlsO: investiGAtOr nOtes: [CDe]
  [M27] Bones of the Dead   
  BeneAth the surfACe: Trip Peterson, Skip’s younger brother, opened the 
  museum after getting special dispensation from the city council. As a former 
  detective, he has a lot of dirt on most everyone in town. He personally 
  oversees every detail of any new exhibit, and rotates them regularly. He 
  named the museum after his mentor, Norbert Foster. Skip is none too 
  happy with this museum, and routinely pushes to get it shut down or, at 
  the very least, the Outlaw Laws Spree display removed.
  Hazards
  elDers: Trip Peterson
  see AlsO: investiGAtOr nOtes: [CDf]
  
  -26-
  [M28] The Abandoned Wax Museum   
  BeneAth the surfACe:  The Shadewell Wax Museum went under 
  around the same time Porter Labs did. That’s when they stopped getting 
  their supply of cadavers and the community came under close scrutiny from 
  the rest of the world. No one knows what horrors happened here, as all 
  eyes were on Porter Labs, but Frankie Shadewell wants to find out. Just a 
  young boy at the time, he presently works at the local barber shop where 
  he goes by the name of Frank Winter. Under the alias of Tom Rogers, he 
  purchased the old museum from the township. Like some, his intelligence 
  was heightened by the experiments, and he displays some psychokinetic 
  abilities. He wants to understand what drove his father, John Shadewell, to 
  madness, and, in so doing, learn more about himself.
  Hazards
  lAnDsCApe: Wax Musuem
  WeirD: Frankie Shadewell (John Winter)
  see AlsO: investiGAtOr nOtes: [CDG]
  [M29] The Miniatures Museum
  BeneAth the surfACe: Leslie Hurt is Lorraine Raslo’s sister. She doesn’t 
  advertise the fact. Never has. Most folks aren’t even aware of it. While her 
  sister was actually quite sane, Leslie is anything but. She is obsessive in her 
  cleaning habits, and in her collection which now numbers 1281 unique 
  items, include some texts and treatises. After the tiny doll’s head she was 
  given began speaking to her, Leslie began fashioning bodies for it, and 
  building other miniatures of her own, some of them quite disturbing, like a 
  torture rack, tiny thumbscrews, and the like.Hazards
  elDers: Leslie Hurt
  WeirD: The Porcelain Doll’s Head
  see AlsO: investiGAtOr nOtes: [Cef]
  
  -27-
  [M30] Fit for a King  
  BeneAth the surfACe: The museum is owned and operated by Hazel 
  Montgomery, the last known relative of Ezekiel Stubbs. She is a pious 
  woman who prays every night and morning and dresses in conservative 
  garb and is never seen without a hat in public. Lately, however, she’s 
  been having lascivious urges, a fascination brought on by an anonymously 
  donated pendant. 
  Hazards
  elDers: Hazel Montgomery
  WeirD: Curious pendant
  see AlsO: investiGAtOr nOtes: [CeG]
  [M31] Industrial Arts Musuem
  BeneAth the surfACe: When Jansen Chemicals closed up their factory, 
  it only added to the desolation, situated as it was by the defunct railyard. 
  Bought for a song, Andrew Pinkham is renovating the factory and it should 
  begin its new life as the Industrial Arts Museum of Ebon Eaves before 
  year’s end. Due to the lingering effects of the chemicals, the area has been 
  nicknamed “The Blood Factory” for the high number of suicide victims 
  found in and about the construction site. 
  Hazards
  elDers: Andrew Pinkham, Thomas Crowell
  tOWnies: Construction workers
  lAnDsCApe: The Construction Site
  see AlsO: investiGAtOr nOtes: [CfG]
  
  -28-
  [M32] The Lost Exhibit
  BeneAth the surfACe: The museum, closed for the past year and a 
  half due to budget cuts, recently received a curious assortment of crates. At 
  the town council’s urging, the mayor has diverted funds earmarked for a 
  new irrigation project to reopening the museum. This has caused friction 
  between his office and Burt Landon, owner of Landon Farms who has 
  overextended his farming empire and needs it to go through. The exhibit 
  contains an assortment of artifacts from an Assyrian dig with an anonymous 
  journal written in cramped, formal Latin.
  Hazards
  elDers: Burt Landon
  lAnDsCApe: Landon Farms, The Exhibit Hall
  WeirD: The Journal
  see AlsO: investiGAtOr nOtes: [Def]
  [M33] Lancaster Historic Medical 
  BeneAth the surfACe: Lancaster Hospital, under its director, Walter 
  Pierce, uses the museum to give back to the community in some small way,. 
  From external pressure by Franklin Wills, the Museum recently added a 
  central tower with a massive lightning rod connected to its exterior. Heavily 
  insulated electrical cables run throughout the tower’s interior, and not even 
  Pierce knows their true purpose.
  Hazards
  elDers: Walter Pierce
  see AlsO: investiGAtOr nOtes: [DeG]
  
  -29-
  [M34] The Underground Movement
  BeneAth the surfACe: Alicia Belle, the younger sister of Maria “Spinster” 
  Belle, was a promising artist who had shows across the globe. She returned to 
  town after her sister lost her fiancée, and has not left. She opened up a small 
  art studio, and, after being struck with crippling arthritis, turned her studio 
  into a museum. The town is riddled with limestone caves beneath, and she 
  creatively expanded her museum into the bowels of the earth. The Museum 
  consists of some abstract paintings by the artist and some local talent. Ms. 
  Belle keeps it well stocked with liquor and dry goods and impromptu parties 
  suddenly spring up at the drop of a hat which, incidentally is the last name 
  of the two burly brothers inexplicably found in her company.
  Hazards
  elDers: Alicia Belle
  tOWnies: The Hat Brothers
  lAnDsCApe: The Limestone Caves
  see AlsO: investiGAtOr nOtes: [DfG]
  [M35] The Palmer Funeral Funerary Museum
  BeneAth the surfACe: The Natural History Museum of Ebon Eaves 
  became the Funerary Museum when Old Man Rogers bequeathed the 
  property to the funeral home. The city, unwilling to pay what Palmer 
  Funeral was asking, instead turned the museum keys over to him. Palmer 
  accepted them, and has transformed the mundane museum into a riveting 
  museum exploring as the placard within the foyer says “The Life of Death”, 
  and moves through all the different ways the dead are put to rest (both 
  historically and culturally) and how they are grieved. Attendance is heaviest 
  on the weekend, and there is free admission for those who have the Rest 
  Easy Funeral Arrangement Plan. 
  Hazards
  OutCAst: Franklin Palmer
  see AlsO: investiGAtOr nOtes: [efG]
  
  The
  Archaeologist 
  a tremulus playbook
  Who Are You?
  You have scoured the globe in your quest for 
  hidden secrets about civilizations long since 
  dead. You have climbed mountain peaks, gone 
  into hidden valleys, and wended your way 
  through lost ruins in places where daylight 
  feared to go. You have learned too much 
  knowledge can be a terrible thing, and man 
  must fight for his survival, lest the wonders of 
  the modern world become rusted relics and 
  rubble for future generations to pick clean.
  Name
  Dr. Henry Washington, Professor Robert 
  Gregory the III, James Hunter,
  Dr. Alicia Montgomery, Professor Periwinkle 
  Brown, and Nancy Graham.
  Look
  Choose one from eaCh Category.
  gender: Man or woman.
  Clothes: SRumpled travel, fine 
  travel, exotic casual, and formal fine.
  faCe: Weathered, tanned, chiseled, 
  round, refined, or angular.
  eyes: Analytical, distant, piercing, 
  serious, and clever.
  build: Energetic, athletic, rotund, 
  lithe, and graceful.
  Who Do You Trust?
  Basic Moves
  aCt under pressure (roll+reason)
  When you are doing something quickly and precisely, 
  hurriedly flee, or are trying to resist something frightening, 
  roll+reason.
   On a 10+, you do it.
  On a 7–9, you flinch, hesitate, cave, or stall: the GM can 
  offer you a worse outcome, a hard bargain, or an ugly 
  choice. 
  ConvinCe (roll+affinity)
  When you have something someone wants, you can use 
  your charm, wit, or wiles to get them to do something for 
  you, roll+affinity. 
  For NPCs: 
  On a 10+, they ask you to promise something first, and do 
  it if you promise. 
  On a 7–9, they need some concrete assurance right now.
  For PCs: on a 10+, both of the following:
  »if they do it, they gain a point of Lore.
  » if they refuse, it’s acting under pressure
  On a 7–9:
  »if they refuse, it’s acting under pressure
  »On a miss, they lose a point of trust with you.
  What they do then is up to them.
  help/hinder (roll+trust)
  When you help or hinder with someone who’s making a 
  roll, roll+trust.
   On a 10+, they take +2 (help) or -2 (hinder) now. 
  On a 7–9, they take a +1 (help) or -1 (hinder) now, and 
  you expose yourself to trouble.
  On a 6 or less: they lose a point of trust with you or the 
  Keeper holds one to use as a hard move (your choice). 
  poke around (roll+luCk)
  When you poke around a place physically looking for 
  things, roll+luck. Additional attempts to search the same 
  area are made at a cumulative -1 unless the Keeper informs 
  you something substantial has changed.
   On a 10+, select 1 of the following:
  »Find 1 good item (Keeper’s choice)
  »1 minor item (your choice)
  »1 clue (+1 forward when acted upon)
  »Pick one from the table below
  On a 7–9, you may:
  »Find hidden area/threshold (in/out) (Keeper’s Choice)
  »Find minor item (Keeper’s choice)
  »Determine the presence of one physical hazard (if none 
  present, you learn that)
  On a miss, there is either nothing more in the area or the 
  Keeper may hold 1 to use as a hard move at any time.
  puzzle things out (roll+reason)
  When you face an intellectual dilemma, learn a 
  new piece of information, or discover a clue, you 
  may attempt to puzzle things out, roll+reason. 
  On a hit, you get to ask one or more questions. 
  Whenever you act on one of the Keeper’s answers, 
  take +1.
  On a 10+, Ask 3 or gain 1 Lore.
  On a 7–9, Ask 1:
  »What is this? 
  »What does this mean?
  »How can I get in/out/pass?
  »Who’s in control here?
  »Which enemy before me is the most dangerous? 
  »What is its weakness?
  »What should I keep an eye out for?
  »How does X fit into Y?
  read a person (roll+passion)
  When you read a person in a charged interaction, 
  roll+passion.
   On a 10+, hold 3. On a 7–9, hold 1. While you’re 
  interacting with them, spend your hold to ask the 
  character questions, 1 for 1:
  »Is your character telling the truth?
  »What’s your character really feeling?
  »What does your character intend to do?
  »What does your character wish I’d do?
  »How could I get your character to X?
  resort to violenCe (roll+might)
  When you cast aside all pretense of civility and 
  wish to harm your enemy, regardless of personal 
  safety, roll+might. You may wrest control of an 
  item or situation from another in this manner, 
  whether it be with fists or feet, or a more proper 
  weapon, but you do so with malice in your heart. 
  On a 10+, choose 3.
  On a 7–9, choose 2:
  »You take definite hold of it
  »You suffer little harm (-1 harm)
  »You inflict terrible harm (+1 harm)
  »You impress, dismay or frighten your enemy
  For PCs, pressing the attack when they’re 
  impressed, dismayed or frightened counts as 
  ACtiNg uNder Pressure.
  threaten (roll+might)
  When you threaten someone or something, 
  roll+might. You are physically engaging with the 
  deadly promise of violence.
   On a 10+, they have to choose 1: 
  »Force your hand and take whatever damage you 
  dish out, 
  »Back down and do what you want.
   On a 7–9, they can instead choose 1:
  »Hurriedly get out of your way
  »Barricade themselves securely in
  »Give you something they think you want
  »Back off calmly, hands where you can see
  »Tell you what you want to know (or hear)
  
   Attributes
  lore
  Wealth
    
   Health
   Sanity
  reason
  passion
  might
  luCk
  affinity
  Choose one set
  » Reason +1 Passion +1 
  Might +1 Luck +2 Affinity -2
  » Reason +1 Passion 0 
  Might 0 Luck +1 Affinity +1
  » Reason +1 Passion +2 
  Might 0 Luck +1 Affinity -1
  » Reason +1 Passion +1 
  Might +1 Luck -1 Affinity +1
  sCuffed
  bruised
  battered
  broken
  grievous
  dying
  dead
  1
  5
  4
  3
  2
  6
  +
  startled
  shoCked
  disturbed
  traumatized
  hysteriC
  deranged
  insane
  1
  5
  4
  3
  2
  6
  +
  Moves
  You begin with all the basic moves.
  Choose tWo speCial moves.
  eagle eyed: When you Poke 
  Around, on a 7+, you find a clue in 
  addition to anything else you uncover.
  resident expert: You have a 
  position in the local museum or university. 
  You gain a +1d6 Wealth/month and 
  may set your own hours. Additionally, 
  each day you spend at work, you may 
  roll+reason. 
  on a 7+, you gain a clue. 
  on a 10+, you gain a Lore. 
  on a miss, you’ve upset someone on staff, 
  and the Keeper holds one to use as a hard 
  move against you.
  sCholarly: Any clue you find gives you 
  +2 to puzzle things out. You also  
  gain a +1 when you try to puzzle out 
  the clues of others.
  shared 
  insight: 
  You 
  may 
  roll+reason to help others (instead 
  of Trust), you are not exposed to danger 
  on a partial success if you do so. On a 
  miss however, instead of losing Trust, the 
  character you’re helping suffers -2 to his roll 
  or the Keeper holds one to use as a hard 
  move against you later, your choice.
  Wisdom of the ages: You are 
  well read. Increase your reason by +1. 
  You may make a roll+reason when 
  encountering an unfamiliar language. 
  on a 7+, you are able to read it for the 
  duration of the story.
  on a 10+, you are able to read, speak, 
  and understand it, and add it permanently 
  to your playbook.
  your lore move is
  putting together the pieCes: 
  You may spend a point of Lore to ask the 
  Keeper three questions about any clue you 
  have personally discovered or one question 
  about something uncovered by another.
  Gear
  you start With:
  » 1d6 Wealth.  
  » A sedan (slow, reliable).
  » Personal sidearm (medium).
  » Dig gear (heavy, specialized), +1 to 
  Poke Around.
  » no lore.
  and Choose tWo of the 
  folloWing:
  » An able-bodied assistant (Cliff or Vivian).
  » Government researcher: You gain a d6/
  Wealth a month for each point of Lore 
  expended (as you send in reports to your 
  liason).
  » Artifact from your last dig (weird): You 
  may study it for a d6 hours per day. 
  Roll+luck. On a 10+, it reveals one hazard, 
  on 7+, you gain a clue. On a miss, the 
  Keeper gains 2 hold to use against you 
  (and any you Trust).
  »  Cottage in the countryside (small).
  »
  regarding damage
  1-2 Recovers naturally, over time.
  3
  Needs treatment to improve.
  4-5 Gets worse if untreated.
  6
  Requires immediate treatment.
  reason
  passion
  might
  luCk
  affinity
  
  The
   Curator  
  a tremulus playbook
  Who Are You?
  You have a passion for things, not so much 
  for what they may be, but for what they 
  represent in the overall picture of the world. 
  As such, you spend your time gathering and 
  maintaining collections, whether in private 
  homes or public places like museums or 
  art galleries. You’ve come to learn there are 
  themes running through history like dark 
  currents and whispered warnings of dangers 
  that wait for men to close their eyes and 
  forget.
  Name
  Emerson Tweed, Alexander Steele, Franklin 
  Wick, Dr. Locke, Beverly Hall, Lillian Moore, 
  or Michelle Wheelwright.
  Look
  Choose one from eaCh Category.
  gender: Man or woman.
  Clothes: Fine rustic, tailored fine, 
  fine casual, or fine formal.
  faCe: Sad, melancholy, beatific, 
  hopeful, round, plain, or closed.
  eyes: Woeful, sorrowful, downcast, 
  sparkling, distrusting, or piercing.
  build: Lethargic, slender, full, 
  angular, or frail.
  Who Do You Trust?
  Basic Moves
  aCt under pressure (roll+reason)
  When you are doing something quickly and precisely, 
  hurriedly flee, or are trying to resist something frightening, 
  roll+reason.
   On a 10+, you do it.
  On a 7–9, you flinch, hesitate, cave, or stall: the GM can 
  offer you a worse outcome, a hard bargain, or an ugly 
  choice. 
  ConvinCe (roll+affinity)
  When you have something someone wants, you can use 
  your charm, wit, or wiles to get them to do something for 
  you, roll+affinity. 
  For NPCs: 
  On a 10+, they ask you to promise something first, and do 
  it if you promise. 
  On a 7–9, they need some concrete assurance right now.
  For PCs: on a 10+, both of the following:
  »if they do it, they gain a point of Lore.
  » if they refuse, it’s acting under pressure
  On a 7–9:
  »if they refuse, it’s acting under pressure
  »On a miss, they lose a point of trust with you.
  What they do then is up to them.
  help/hinder (roll+trust)
  When you help or hinder with someone who’s making a 
  roll, roll+trust.
   On a 10+, they take +2 (help) or -2 (hinder) now. 
  On a 7–9, they take a +1 (help) or -1 (hinder) now, and 
  you expose yourself to trouble.
  On a 6 or less: they lose a point of trust with you or the 
  Keeper holds one to use as a hard move (your choice). 
  poke around (roll+luCk)
  When you poke around a place physically looking for 
  things, roll+luck. Additional attempts to search the same 
  area are made at a cumulative -1 unless the Keeper informs 
  you something substantial has changed.
   On a 10+, select 1 of the following:
  »Find 1 good item (Keeper’s choice)
  »1 minor item (your choice)
  »1 clue (+1 forward when acted upon)
  »Pick one from the table below
  On a 7–9, you may:
  »Find hidden area/threshold (in/out) (Keeper’s Choice)
  »Find minor item (Keeper’s choice)
  »Determine the presence of one physical hazard (if none 
  present, you learn that)
  On a miss, there is either nothing more in the area or the 
  Keeper may hold 1 to use as a hard move at any time.
  puzzle things out (roll+reason)
  When you face an intellectual dilemma, learn a 
  new piece of information, or discover a clue, you 
  may attempt to puzzle things out, roll+reason. 
  On a hit, you get to ask one or more questions. 
  Whenever you act on one of the Keeper’s answers, 
  take +1.
  On a 10+, Ask 3 or gain 1 Lore.
  On a 7–9, Ask 1:
  »What is this? 
  »What does this mean?
  »How can I get in/out/pass?
  »Who’s in control here?
  »Which enemy before me is the most dangerous? 
  »What is its weakness?
  »What should I keep an eye out for?
  »How does X fit into Y?
  read a person (roll+passion)
  When you read a person in a charged interaction, 
  roll+passion.
   On a 10+, hold 3. On a 7–9, hold 1. While you’re 
  interacting with them, spend your hold to ask the 
  character questions, 1 for 1:
  »Is your character telling the truth?
  »What’s your character really feeling?
  »What does your character intend to do?
  »What does your character wish I’d do?
  »How could I get your character to X?
  resort to violenCe (roll+might)
  When you cast aside all pretense of civility and 
  wish to harm your enemy, regardless of personal 
  safety, roll+might. You may wrest control of an 
  item or situation from another in this manner, 
  whether it be with fists or feet, or a more proper 
  weapon, but you do so with malice in your heart. 
  On a 10+, choose 3.
  On a 7–9, choose 2:
  »You take definite hold of it
  »You suffer little harm (-1 harm)
  »You inflict terrible harm (+1 harm)
  »You impress, dismay or frighten your enemy
  For PCs, pressing the attack when they’re 
  impressed, dismayed or frightened counts as 
  ACtiNg uNder Pressure.
  threaten (roll+might)
  When you threaten someone or something, 
  roll+might. You are physically engaging with the 
  deadly promise of violence.
   On a 10+, they have to choose 1: 
  »Force your hand and take whatever damage you 
  dish out, 
  »Back down and do what you want.
   On a 7–9, they can instead choose 1:
  »Hurriedly get out of your way
  »Barricade themselves securely in
  »Give you something they think you want
  »Back off calmly, hands where you can see
  »Tell you what you want to know (or hear)
  
   Attributes
  lore
  Wealth
    
   Health
   Sanity
  reason
  passion
  might
  luCk
  affinity
  Choose one set
  » Reason +1 Passion +1 
  Might -1 Luck 0 Affinity +2
  » Reason +1 Passion +1 
  Might -2 Luck +2 Affinity +1
  » Reason +2 Passion +1 
  Might -1 Luck -1 Affinity +2
  » Reason +2 Passion +2 
  Might -2 Luck 0 Affinity +1
  sCuffed
  bruised
  battered
  broken
  grievous
  dying
  dead
  1
  5
  4
  3
  2
  6
  +
  startled
  shoCked
  disturbed
  traumatized
  hysteriC
  deranged
  insane
  1
  5
  4
  3
  2
  6
  +
  Moves
  You begin with all the basic moves.
  Choose tWo speCial moves.
  a rational mind: You look at 
  things through a logical lens. Gain +1 
  reason and reduce shock suffered by 
  1. In the event you suffer 1 or more 
  shock (after the reduction), add +2 to 
  your damage roll, as the darkness can 
  cause your worldview (and sanity) to 
  crumble.
  arChivist: Whenever you puzzle 
  out a clue from public records, letters, or 
  books and the like, you gain a point of Lore 
  on any modified roll of 7+.
  the museum: You oversee the museum 
  and have helpers (Amanda and Steve) to 
  see that things operate smoothly and aid 
  you in research (+2 to puzzle things 
  out or have been left to manage things 
  on your own (if the latter, gain +1 Reason).  
  You gain +1d6 Wealth/month. You may 
  poke around once per day (d6 hours 
  uninterrupted) to uncover something of 
  interest hidden in the stacks or otherwise 
  stored away.
  researCher: By explaining your 
  background, you can gain access to 
  otherwise restricted documents, objects, or 
  exhibits with a successful ConvinCe roll 
  on a 7+ (and you do not need to have 
  anything the other party wants). Whenever 
  you poke around in any academic 
  building or knowledge repository, you gain 
  a clue on any roll of 7+ or greater. 
  speCialist: You are expert in one field 
  of study (your choice) and gain a +1 to 
  all rolls relating to it. You also gain a point 
  of Lore whenever you roll a 7+ when you 
  puzzle things out in this field or 
  on a 10+ in a related field.
  your lore move is
  the devil is in the details: 
  Your knowledge of items often reveals 
  things others may miss. Spend a point of 
  Lore and roll+luCk to imbue an item 
  you have handled with a tag. 
  on a 10+, the tag may be esoteric (weird, 
  mystical, blessed, cursed, etc.) or mundane.
  on a 7+, the tag must be mundane. 
  on a failure, you may add a mundane 
  tag, but the Keeper gets one hold, or an 
  esoteric tag and the Keeper gets two hold.
  Gear
  you start With:
  » 1d6 Wealth.  
  » A small home near the museum.
  » d6 lore.
  and Choose tWo of the 
  folloWing:
  » A private collection of items (books, art, etc.) 
  worth 3d6 Wealth.
  » Oversee a private collection on a wealthy 
  estate. +1d6 Wealth/month.
  » A sword cane or pistol.
  » Glasses (+1 Reason when worn, -1 when 
  not worn).
  »
  regarding damage
  1-2 Recovers naturally, over time.
  3
  Needs treatment to improve.
  4-5 Gets worse if untreated.
  6
  Requires immediate treatment.
  reason
  passion
  might
  luCk
  affinity
  
  The
   Guard  
   
  a tremulus playbook
  Who Are You?
  You have been trained to be on the lookout 
  for trouble so much that it’s become second 
  nature. You make it your business to head 
  off any problems before they start, and have 
  an uneasy feeling there are some things out 
  there that may not be so easily dissuaded by a 
  snarling voice and a heavy hand.
  Name
  Jeremy Thompson, Berkley Hartford, Ozzy 
  Jones, Mitch Richmond, Scarlet Brook, 
  Josephine Mueller, Florence Franklin, or 
  Bonnie Blake.
  Look
  Choose one from eaCh Category.
  gender: Man or woman.
  Clothes: Professional rustic, 
  crumpled professional, crisp 
  professional, or fine rustic.
  faCe: Stern, focused, bemused, 
  arrogant, or round.
  eyes: Distrusting, calm, narrow, 
  watery, sleepy, or wide.
  build: Stocky, powerful, lean, 
  angular, or athletic.
  Who Do You Trust?
  Basic Moves
  aCt under pressure (roll+reason)
  When you are doing something quickly and precisely, 
  hurriedly flee, or are trying to resist something frightening, 
  roll+reason.
   On a 10+, you do it.
  On a 7–9, you flinch, hesitate, cave, or stall: the GM can 
  offer you a worse outcome, a hard bargain, or an ugly 
  choice. 
  ConvinCe (roll+affinity)
  When you have something someone wants, you can use 
  your charm, wit, or wiles to get them to do something for 
  you, roll+affinity. 
  For NPCs: 
  On a 10+, they ask you to promise something first, and do 
  it if you promise. 
  On a 7–9, they need some concrete assurance right now.
  For PCs: on a 10+, both of the following:
  »if they do it, they gain a point of Lore.
  » if they refuse, it’s acting under pressure
  On a 7–9:
  »if they refuse, it’s acting under pressure
  »On a miss, they lose a point of trust with you.
  What they do then is up to them.
  help/hinder (roll+trust)
  When you help or hinder with someone who’s making a 
  roll, roll+trust.
   On a 10+, they take +2 (help) or -2 (hinder) now. 
  On a 7–9, they take a +1 (help) or -1 (hinder) now, and 
  you expose yourself to trouble.
  On a 6 or less: they lose a point of trust with you or the 
  Keeper holds one to use as a hard move (your choice). 
  poke around (roll+luCk)
  When you poke around a place physically looking for 
  things, roll+luck. Additional attempts to search the same 
  area are made at a cumulative -1 unless the Keeper informs 
  you something substantial has changed.
   On a 10+, select 1 of the following:
  »Find 1 good item (Keeper’s choice)
  »1 minor item (your choice)
  »1 clue (+1 forward when acted upon)
  »Pick one from the table below
  On a 7–9, you may:
  »Find hidden area/threshold (in/out) (Keeper’s Choice)
  »Find minor item (Keeper’s choice)
  »Determine the presence of one physical hazard (if none 
  present, you learn that)
  On a miss, there is either nothing more in the area or the 
  Keeper may hold 1 to use as a hard move at any time.
  puzzle things out (roll+reason)
  When you face an intellectual dilemma, learn a 
  new piece of information, or discover a clue, you 
  may attempt to puzzle things out, roll+reason. 
  On a hit, you get to ask one or more questions. 
  Whenever you act on one of the Keeper’s answers, 
  take +1.
  On a 10+, Ask 3 or gain 1 Lore.
  On a 7–9, Ask 1:
  »What is this? 
  »What does this mean?
  »How can I get in/out/pass?
  »Who’s in control here?
  »Which enemy before me is the most dangerous? 
  »What is its weakness?
  »What should I keep an eye out for?
  »How does X fit into Y?
  read a person (roll+passion)
  When you read a person in a charged interaction, 
  roll+passion.
   On a 10+, hold 3. On a 7–9, hold 1. While you’re 
  interacting with them, spend your hold to ask the 
  character questions, 1 for 1:
  »Is your character telling the truth?
  »What’s your character really feeling?
  »What does your character intend to do?
  »What does your character wish I’d do?
  »How could I get your character to X?
  resort to violenCe (roll+might)
  When you cast aside all pretense of civility and 
  wish to harm your enemy, regardless of personal 
  safety, roll+might. You may wrest control of an 
  item or situation from another in this manner, 
  whether it be with fists or feet, or a more proper 
  weapon, but you do so with malice in your heart. 
  On a 10+, choose 3.
  On a 7–9, choose 2:
  »You take definite hold of it
  »You suffer little harm (-1 harm)
  »You inflict terrible harm (+1 harm)
  »You impress, dismay or frighten your enemy
  For PCs, pressing the attack when they’re 
  impressed, dismayed or frightened counts as 
  ACtiNg uNder Pressure.
  threaten (roll+might)
  When you threaten someone or something, 
  roll+might. You are physically engaging with the 
  deadly promise of violence.
   On a 10+, they have to choose 1: 
  »Force your hand and take whatever damage you 
  dish out, 
  »Back down and do what you want.
   On a 7–9, they can instead choose 1:
  »Hurriedly get out of your way
  »Barricade themselves securely in
  »Give you something they think you want
  »Back off calmly, hands where you can see
  »Tell you what you want to know (or hear)
  
   Attributes
  lore
  Wealth
    
   Health
   Sanity
  reason
  passion
  might
  luCk
  affinity
  Choose one set
  » Reason 0 Passion +1 
  Might +1 Luck +1 Affinity 0
  » Reason +1 Passion +1 
  Might +1 Luck +1 Affinity -1
  » Reason +2 Passion 0 
  Might +1 Luck +1 Affinity -2
  » Reason 0 Passion +1 
  Might +2 Luck 0 Affinity 0
  sCuffed
  bruised
  battered
  broken
  grievous
  dying
  dead
  1
  5
  4
  3
  2
  6
  +
  startled
  shoCked
  disturbed
  traumatized
  hysteriC
  deranged
  insane
  1
  5
  4
  3
  2
  6
  +
  Moves
  You begin with all the basic moves.
  Choose tWo speCial moves.
  armed and dangerous: You are 
  +1 might when you resort to 
  violenCe and do +1 damage with 
  any weapon (ranged or melee) you use. 
  You cannot lose any weapon in your 
  hand as the result of a damage roll. 
  perCeptive: You gain +2 when you 
  poke around. Whenever you poke 
  around, you may ask whether there is 
  one physical hazard present for free on a 
  10+.
  steely eyed glare: You have the 
  ability to get people to back down with just 
  a look. You gain a +2 to threaten 
  when people can see your eyes. If you get 
  a modified roll of 12+, you gain a point 
  of Lore or may read the person (3 
  Questions) automatically.
  take 
  the 
  hit: 
  You 
  may 
  roll+trust (or roll+luCk) to take 
  harm intended for someone near you. 
  on a 10+, you take all the damage and 
  the protected person gains +1 Trust or you 
  gain +1ongoing with an NPC. 
  on a 7+, you and the other person split 
  the damage.  
  on a natural 12, neither you nor the 
  original target takes any damage.
  veteran: You used to be a cop or a 
  soldier, and your experience has toughened 
  you. You take 1 less damage when you’re 
  hit. If you take any damage, you gain a 
  point of Lore.
  your lore move is
  seCond Wind: You may spend a point 
  of Lore to shrug off d6 harm immediately 
  after taking it. If you roll a 6, you eliminate 
  all the damage and don’t lose any Lore.
  Gear
  you start With:
  » 1d6 Wealth.  
  » Room in a boarding house.
  » A sidearm.
  and Choose tWo of the 
  folloWing:
  » A job as a watchman (d6 wealth/month), a 
  lantern, and a nightstick.
  » A rifle or shotgun (reliable, large).
  » A guard dog (well trained, loyal).
  » Truck (slow, reliable or fast, unreliable).
  »
  regarding damage
  1-2 Recovers naturally, over time.
  3
  Needs treatment to improve.
  4-5 Gets worse if untreated.
  6
  Requires immediate treatment.
  reason
  passion
  might
  luCk
  affinity
  
SOURCE: textdata/thevault/Tremulus (PbtA)/Expansions/Tremulus Ebon Eaves Expansion 2 - The Museum.pdf