TEXT: 47
  47
  Though many make the journey through the Breach 
  in search of power, wealth, or adventure, many more 
  come to Malifaux for more mundane reasons. In this 
  adventure, the Fated meet a family of well-off but 
  otherwise mundane people who are troubled by a 
  supernatural presence. It’s up to the Fated to sort 
  things out and set things right.
  DESTiNY STEpS: 
  CRSC 5C: “After what is dead has died” could 
  easily refer to the antagonist of the adventure and 
  its current ruse.
  LLEC 5R: “At last, you will sacrifice her on the altars 
  of desperation” could refer to the Fated dispatching 
  either of the young women in this adventure.
  PROlOgUE: 
  The adventure begins as the Fated are approached 
  by a member of the Anders family household with a 
  proposition from his employer. This hook works best 
  if the Fated have had some minor successes that 
  would bring their names to the forefront of public 
  knowledge, such as an article in a newspaper or 
  rag sheet, rumors about their accomplishments, or 
  so on. 
  If this is the Fated’s first adventure, it is 
  recommended that one of them have some sort of 
  moderately prestigious accomplishment back on 
  Earth that might have drawn the Anders’ attention. 
  Alternatively, they might just have friends among 
  the Guild who gave the Anders family the Fated’s 
  names.
  Read the following text, setting the scene wherever 
  feels appropriate for the Fated: 
  THE FORgOTTEN
  A ONE-SHOT ADVENTURE FOR THROUgH THE BREACH 
  CHip LIMEBuRNER
  You’re approached by a smartly dressed black 
  man with neatly trimmed hair and dark freckles 
  on his cheeks. He introduces himself as Daniel 
  Hastelin and, after a few pleasantries, cuts right 
  to the chase. “I am employed as a footman by the 
  Anders family. You may have heard of them, but 
  if not, I can assure you, they are quite the proper 
  family. In any event, they have sent me to solicit 
  your assistance in a most troublesome matter.”
  Daniel pulls a thin business card out of his 
  pocket and hands it to you. An address is one of 
  the better Downtown neighborhoods is carefully 
  written on its surface. “The Anders request your 
  presence at their home tomorrow morning. As I 
  mentioned, they are quite wealthy, and if you are 
  kind enough to render your services – and your 
  discretion – you will be well rewarded for it.”
  
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  If the Fated have any further questions, Daniel is 
  as helpful as he can be, but he doesn’t know for 
  certain what the Anders want to speak with the 
  Fated about. If they push him to speculate, read the 
  following text:
  Beyond that, Daniel is tight-lipped about the strange 
  occurrences and grows increasingly uncomfortable 
  the longer the conversation lingers on the subject. 
  When the Fated are done asking questions, he bids 
  them farewell and leaves.
  Scene 1: The Meeting
  When the Fated arrive the next day at the address 
  provided – a townhouse in the central Downtown 
  area of Malifaux City – they are met at the door by 
  a very worn-down looking Mr. and Mrs. Anders. They 
  are a reasonably young couple in their late 20s; 
  Mr. Anders is tall, with a neatly trimmed chevron 
  mustache and the rounded body of a man who 
  sits at a desk for a living, and his wife is slightly 
  shorter with an unremarkable sort of attractiveness 
  that neither catches or repulses the eye, like the 
  paintings one might find in a hotel.
  The couple invites the Fated in and sits them down 
  in the parlor, offering tea and sandwiches, and 
  makes small talk. They seem reluctant to actually 
  discuss why they invited the Fated to their home, 
  but once the topic can no longer be avoided, they 
  begin to speak of their experiences over the past 
  few months. Read the text on the following page. 
  At this point, interrupt the conversation (perhaps 
  even slamming your hand or a book on the table 
  to make the players jump in surprise) and tell the 
  Fated that they hear a surprised scream from the 
  hallway that’s cut short by a loud crash.
  The Anders rush into the hallway to investigate, and 
  when the Fated join them, they see the simple but 
  horrifying scene: a dead woman lies face up in the 
  entry hall, right beside the stairs leading up to the 
  second floor landing. The bizarre angle of her head 
  suggests a broken neck. The woman is dressed in 
  a maid’s uniform, and when the Anders see her, 
  they’re horrified and explain that the woman is Ms. 
  Haversham, their nanny.
  If the Fated succeed at a TN 16 Notice Challenge, 
  they are able to look up in time to catch a glimpse of 
  "Eliza" Anders, the six year old “daughter” of their 
  prospective clients, crouching on the landing and 
  staring down soberly from between the balusters 
  before she silently creeps away. The nanny had 
  come across the changeling watching the Fated as 
  they entered the house and was scolding her for 
  spying when the changeling grew bored and shoved 
  her off the railing.
  Once the initial shock has passed, Mrs. Anders 
  rushes upstairs, calling after her daughter, "Eliza." 
  She returns a few minutes later with the sullen 
  little girl in her arms; the resemblance between her 
  and her parents in obvious, but it also makes her a 
  somewhat unattractive little girl. While she is gone, 
  Mr. Anders fetches a tablecloth and drapes it over 
  the nanny’s corpse.
  “Well, you see, it really isn’t my place to be 
  speculating regarding my employers, but…” 
  He glances around to make certain that 
  nobody is eavesdropping and then lowers his 
  voice to a more confidential tone. “There have 
  been certain… disturbances… in the Anders 
  household. Not domestic disturbances, mind you 
  – those two are as close as a couple can be – but 
  rather, disturbances of a more uncertain nature. 
  There have been sights and sounds, sensations 
  that can’t properly be explained. Without intent to 
  alarm, I might go so far as to call it ‘supernatural.’”
  “It all started about three months ago,” Mr. Anders 
  explains. His wife places her hand on his arm as 
  a show of support as he continues. “At first, it 
  was just small things, like not being able to find 
  small objects when you needed them. But then 
  it started to get more pronounced. You’d put 
  something down, turn away for just a second, 
  and then it would be gone. That’s not something 
  you can explain away with absent mindedness. 
  Then came the crooked pictures, the slamming of 
  doors, footsteps in empty halls…”
  
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  Shocked by this sudden and unexplained death 
  of their nanny, the Anders beg the Fated to begin 
  their investigation of the paranormal activity right 
  away. They offer 10 scrip if the Fated can solve their 
  problem, but a TN 10 Barter Challenge can talk 
  them up to 15 scrip.
  Examining the Body
  If the Fated wish to examine the body, a TN 8 Doctor 
  Challenge reveals that Ms. Haversham’s death was 
  indeed caused by a broken neck. A TN 10 Notice 
  Challenge reveals that something is off about the 
  orientation of her body: from the way she landed 
  face up, she must have been facing away from the 
  railing when she fell over it. Particularly astute Fated 
  might use this to conclude that she didn’t jump over 
  the railing, as it would have been unnatural for her 
  to go over the edge backwards. 
  The banister on the second floor landing is still 
  intact, and if the Fated check it, it proves to be quite 
  solid, with very little give to it. 
  ScEnE 2: haunted housE?
  The Anders house is a two story building containing 
  four bedrooms (one for the Anders, one for the 
  Nanny, one for Eliza, and a guest bedroom), a 
  small nursery/playroom, and two small washrooms 
  on the upper floor. The ground floor contains the 
  entry (with a stairway leading up to a second floor 
  landing), a parlor, the dining room, and the kitchen 
  (with a stairway leading down to the basement). The 
  basement is a single room.
  It’s worth noting that if any of the characters are 
  Mediums (from Under Quarantine), the Séance 
  Talent may allow them to bypass a great deal of this 
  adventure by communicating with Eliza’s ghost… 
  and that’s perfectly fine! The Fated have the right 
  tool for the job, and a clever Medium can avoid a 
  great deal of heartache and bloodshed for everyone 
  involved. Eliza’s spirit responds by scratching one-
  word answers into the plasterwork of the walls; for 
  instance, asking “What do you want?” might be 
  answered with “Murder. Trapped. Scared.” Asking 
  who killed the ghost results in a line that begins 
  carving the world “Imposter” into the wall.
  As the Fated begin their investigation, the Anders 
  suggest that they begin in their daughter’s former 
  bedroom. They explain that one night, before the 
  haunting had become very bad, they had been 
  reading a bedtime story to their daughter when all 
  the small objects in the room – her toys, books, 
  blocks, and stuffed animals – rose up into the air as 
  one and began pelting "Eliza." 
  Fortunately, Mr. Anders was able to shield his 
  daughter, but that night they had her sleep with them 
  in their room, and the next day they relocated her to 
  the guest bedroom down the hall. This was all about 
  a month ago, and to the best of their knowledge, 
  nobody has entered the room in that time.
  Eliza’s FormEr Bedroom
  When the Fated enter Eliza’s former bedroom, read 
  the following text:
  If the Fate search the room, a TN 8 Notice Challenge 
  reveals a small footprint in the dust, roughly the 
  size of a child’s. As they watch, a series of similar 
  footprints appear in the dust, padding their way 
  across the room until they come to a stop right in 
  front of the room’s smaller door. 
  If the Fated ask the Anders about the playroom, they 
  explain that it was originally a nursery but has since 
  been converted into a play room, though they’ve kept 
  the connecting door locked (which requires either 
  the key from the Anders or a TN 12 Lockpicking 
  Challenge to open).
  You open the door and peer into an abandoned, 
  dusty room. The walls are brightly painted in 
  different colors, suggesting the room of a young 
  girl. An expansive window on the opposite wall 
  looks out over a lovely view of the back garden, 
  and a second, child-sized door is set into the left 
  wall. A thin layer of dust has settled on the floor. 
  
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  The Playroom
  When the Fated enter the playroom (either through 
  the normal door or the small, child-sized door leading 
  into Eliza’s former bedroom), read the following text:
  If the Fated investigate the stuffed animals, feel 
  free to give them distinct appearances, as it will 
  make their reappearance later in the adventure 
  more meaningful. Every character that succeeds 
  on a TN 10 Notice Challenge realizes that, since 
  they entered the room, the dolls seated at the table 
  have turned to watch them. They only move the one 
  time, when nobody is looking, and don’t attempt to 
  defend themselves from any abuse. 
  As the Fated look around the playroom, “Eliza” returns 
  to the room and tries to distract them with simple 
  conversation, asking seemingly innocent questions 
  that attempt to deepen any tensions between 
  party members. If that doesn’t work, she moves 
  on to demonstrating her ability to skip, somersault, 
  headstand, and so on, gradually transitioning from 
  amusing and adorable to annoying.
  If the Fated harm the dolls while “Eliza” is in the 
  room, she breaks out into tears and screams for 
  her parents, insisting that the Fated are “killing her 
  friends.” A TN 12 Scrutiny Challenge reveals that 
  "Eliza" is deliberately making a scene, and a TN 12 
  Bewitch Challenge manages to calm her down (so 
  long as the Fated promise not to hurt her “friends” 
  again). Her crying quickly draws her parents to the 
  room; they are less than happy to learn that the 
  Fated are destroying their daughter’s toys in front 
  of her.
  Once the Fated have seemingly exhausted their 
  search of the room, Eliza’s ghost attempts to draw 
  their attention. Read the following text:
  If changeling is in the room, she realizes that the ball 
  is an attempt by Eliza’s ghost to lead the Fated to 
  her body in the basement. She immediately jumps 
  into action, ducking past the Fated to chase after 
  the ball. The Fated can make a Grappling + Speed 
  attack against a Defense of 5 (10) to grab her as 
  she darts past them. On a success, she starts 
  squirming and twisting around as she screams 
  for her parents, but on a failure, she ducks with 
  surprisingly good reflexes and lunges at the ball, 
  snatching it up and away from the ghost. 
  If “Eliza” is prevented from reaching the ball, it 
  bounces down the stairs, hanging just a fraction 
  longer in the air that physics would deem possible. 
  When it reaches the ground floor, the ball slowly 
  and carefully winds its way around the corpse of 
  the nanny if she is still there, then rolls through the 
  dining room and into the kitchen, where it comes to 
  rest.
  There are a handful of toys and dolls strewn about 
  the room, but for the most part, it’s tidy: books are 
  stacked neatly on shelves, dolls are tucked away 
  in toy chests, and costumes are folded neatly 
  in their boxes. A small table in the center of the 
  room has been set for a tea party, and four of the 
  five chairs are occupied by stuffed animals and 
  smiling dolls.
  A small but smooth movement draws your 
  attention. A red rubber ball begins rolling across 
  a shelf, teeters on the edge, then falls to the floor 
  with a soft thud and a small bounce. It does not 
  stop, however, continuing its path towards the 
  door and out into the hallway.
  Once in the center of the corridor, it makes a 
  sharp stop and then begins rolling again at a right 
  angle to its previous trajectory, headed toward 
  the stairs.
  
  5151
  Dining Room and Kitchen
  When the Fated enter the dining room (regardless of 
  whether they are following the red ball or not), read 
  the following text: 
  The noise draws the attention of Mr. and Mrs. Anders, 
  who remain just outside the dining room, peering in 
  at the kitchen in horror. The noise continues until 
  the Fated enter the kitchen, at which point all the 
  noise suddenly stops. A TN 8 Notice Challenge 
  reveals that everything has come to point, much 
  like the needles of a compass, directly towards a 
  heavy wooden door on the far side of the room. Pot 
  handles have turned, pans hanging from the ceiling 
  are held parallel toward the ground, and the knives 
  on the countertops have all swiveled in the same 
  direction.
  The door leads to the basement. It is locked (TN 12 
  Lockpicking Challenge to open), but Mr. Anders has 
  the key. If asked about it, he says that it leads to 
  the basement, which is generally a room they avoid 
  using, due to the threat of diseased rats (or worse) 
  coming up through the sewer access. Mrs. Anders 
  mentions that there was a variety of paraphernalia 
  in the basement when they moved in, though it was 
  investigated by Guild officials who deemed none of 
  it dangerous. They haven’t had any reason to go to 
  the trouble of clearing it out.
  Scene 3: the BaSement
  As the Fated step down into the basement, read the 
  following text:
  As soon as a Fated character reaches the bottom of 
  the stairs, the basement door suddenly slams shut, 
  blocking them in. Breaking the door down requires 
  a TN 14 Athletics Challenge; it’s not locked, so 
  attempts to pick the lock automatically fail.
  Meanwhile, small objects begin to move and fly 
  around the room in a widening circle. In the center 
  of this maelstrom of long-forgotten refuse and 
  household objects, a faintly glowing form appears. 
  Its features are indistinct, but the form is humanoid 
  and about the size of a small child. If the Fated 
  succeed at a TN 11 Notice Challenge, they can make 
  out the impression of long hair, suggesting that it is 
  likely female. It raises one hand and beckons to the 
  Fated before turning around and melting into one of 
  the sheet-covered forms. As soon as it disappears, 
  all of the objects which had been floating around 
  the room hang in the air for a moment and then fall 
  to the ground, though the basement door remains 
  stuck.
  Pulling back the dust cover on the object the ghost 
  melted into reveals a large, wooden wardrobe, the 
  kind in which a person can hang clothes. The clasp 
  is locked, but it can be easily opened with a TN 8 
  Lockpicking Challenge or forced open with a TN 8 
  Athletics Challenge. Inside, the Fated see a rack of 
  old, moth-eaten clothes and scratches on the inside 
  of the lid. A TN 8 Notice Challenge reveals dried 
  From the kitchen beyond, you can hear a great 
  din being raised, as if anything not tacked down 
  is being shaken: cutlery, crockery, and cooking 
  utensils rattle in one great storm of noise.
  You descend the old, wooden stairs, each step 
  creaking with age beneath you. A single shaft 
  of light illuminates the room, shining in from a 
  street-level window near the ceiling. Motes of dust 
  drift about on unseen drafts before swirling back 
  into the shadows that fill most of the room.
  Occupying the basement more substantially than 
  the darkness are innumerable hulking forms: 
  boxes, crates, and abandoned furniture draped in 
  white dust covers and drop cloths. The faint aura 
  of rot lingers in the dusty, stale air.
  
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  blood in the scratches and something behind the 
  clothes.
  Pushing back the clothes to see what’s hidden 
  behind them reveals the decaying corpse of a child 
  in a faded white dress. This is the corpse of the 
  actual Eliza Anders, though the Fated don’t yet know 
  that for certain. If they think to compare the corpse 
  to "Eliza," it’s immediately obvious that the corpse 
  has much longer hair than the living girl (due to 
  the changeling having received a haircut between 
  murdering the actual Eliza and now). Similarly, while 
  the Anders recognize the dress as being of a similar 
  design to one of Eliza’s dresses, an inspection of the 
  girl’s closet reveals that Eliza’s dress is right where 
  it should be and has a slightly different design than 
  the one worn by the corpse (this is simply confusion 
  on the part of Eliza’s parents; Eliza had two such 
  dresses and they have simply forgotten about the 
  second after it disappeared with their real daughter).
  As soon as the Fated find the skeleton, the basement 
  door swings open. If the Fated think to examine the 
  corpse, a TN 10 Doctor Challenge reveals that the 
  girl has been dead for about three months.
  The AfTermAth
  The Anders are shocked and horrified to think that 
  there’s been a dead body in their basement, but 
  they once again reiterate that they never thoroughly 
  examined the contents of the basement and mostly 
  just tried to forget it was there. If anything, they 
  blame the Guild for not finding it during their initial 
  search. 
  When the Fated leave the basement – regardless of 
  whether or not they take the girl’s corpse with them 
  - strong winds sweep the house from basement 
  to attic and back down again, far worse than 
  before. The winds are accompanied by screams of 
  frustration and rage, as Eliza’s ghosts expects the 
  Fated to murder the changeling that killed her and 
  has been threatening her family. 
  In the wake of this rampant escalation,  the Anders 
  hurry out of their home to the safety of the street. 
  Burning the corpse or performing some type of last 
  rites forces Eliza’s spirit to leave the world with one 
  final scream of frustration and sorrow. Proceed to 
  Scene 5: Playtime on page 55 if the Fated deal with 
  the spirit in this way.
  If the Fated don’t seem to know how to deal with the 
  spirit, the Anders ask them to find a way to quiet the 
  spirit once and for all. Read the following text:
  When it comes to fighting the spirits of Malifaux, 
  there are few who are as capable as a Guild 
  Exorcist, and if the Fated are on good terms with the 
  Guild, they can easily arrange a consultation with 
  an Exorcist later that day. If they decide to take this 
  path, proceed to Scene 4: The Exorcist, on page 53.
  Mrs. Anders clutches her crying daughter to her 
  chest as she huddles next to her husband outside 
  their home. Even in the street, you can still hear 
  the sounds of screaming coming from inside the 
  house, and a few of the neighbors have started to 
  come outside to see just what’s going on. 
  “Please,” she pleads, giving you a desperate look. 
  “We can’t live like this. There has to be someone 
  that knows how to calm an angry spirit…”
  Mr. Anders wraps a thick arm around his wife, 
  comforting her as she breaks down into tears. “It 
  might be time to bring in more professional help, 
  as much as we were trying to avoid it. Can you 
  please find someone for us? I’d go myself, but…” 
  He looks down at his crying wife and daughter 
  and then looks back up at you helplessly.
  
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  Scene 4: The exorciSt
  So long as the Fated haven’t done anything to 
  upset the Guild, mentioning angry ghosts or a 
  haunted house gets them a fast appointment with 
  an Exorcist. If the Guild has some issues with 
  them, however, then a TN 12 Bewitch Challenge is 
  necessary to convince the clerk to give them the 
  name of an Exorcist. 
  The Guild’s Exorcists are technically employed by the 
  Death Marshals, but in reality, the Death Marshals 
  tend to treat them as eccentric freelancers. Most of 
  the Exorcists in Malifaux were funded by churches 
  and religions back on Earth, and as a result, they 
  tend to be a bit fanatical about the eradication of 
  undead and spirits, even for the already focused 
  Death Marshals. As a result, the Exorcist they are 
  directed towards, Jeremiah Crohn, has a small, 
  private office on the eastern side of Downtown. It 
  takes about half an hour to walk there, or about ten 
  minutes if they’re willing to pay half a scrip to rent 
  a carriage.
  When the Fated arrive at Crohn’s office, read the 
  following text: 
  If any of the Fated are Stitched characters that can 
  be identified on a Scrutiny Duel of TN 14 or lower, 
  Crohn’s eyes widen and he immediately lunges 
  for one of the crossbows hanging on the wall. He 
  immediately enters combat, seeking to destroy first 
  the Stitched character and then every other member 
  of the party, all while screaming religious passages 
  at the top of his lungs. There is nothing the Fated can 
  do to talk him down; he’s a single-minded fanatic. 
  Stats for the Exorcist can be found on page 57.
  Assuming that none of the Fated are Stitched 
  characters – or, at the very least, that they’re well 
  disguised Stitched characters – Jeremiah Crohn 
  introduces himself and asks the Fated what sort 
  of problem they’re having. As they tell their story, 
  he should frequently interrupt them with pointed 
  questions, almost interrogating them as much as 
  questioning them. Once he has all the facts, he will 
  pass his judgement; read the following text:
  Crohn will answer any questions that the Fated might 
  have for him, but he refuses to visit the house until 
  the Fated have made an attempt to deal with the 
  spirit on their own. If questioned why, he folds his 
  hands together, gives the Fated an icy glares, and 
  informs them that “cursed is the one who trusts 
  in man, who depends on flesh for his strength and 
  whose heart turns away from the lord.”
  An elderly woman greets you at the door and 
  takes any coats and hats you might have before 
  showing you directly into a reasonably sized 
  office. The room is stacked with books and 
  strange contraptions, as well as more than a 
  few weapons. Sitting behind the great oak desk 
  at the center of the room is a grim old man in 
  a threadbare waistcoat. His duster and hat are 
  hanging in the corner on what’s either a torture 
  device or a coat rack. 
  The man looks up from something he’s writing 
  and in a raspy but controlled voice asks, “Now, 
  how may I help you?”
  “Sometimes, we, the living, are unfortunately 
  burdened by those who refuse to accept their 
  death. Passing is a natural part of life, and all 
  humans would do well to remember it, no matter 
  how old or young they might be. When it is clear 
  that a spirit will not be reasonable, such as seems 
  to be the case here, it becomes necessary for the 
  living to take drastic measures.”
  Crohn takes a moment to sketch out a sigil on a 
  piece of paper, which he then hands to you. “First, 
  obtain a quantity of salt. It need not be large, 
  but it should be sufficient to draw this sigil at a 
  diameter of two meters. Next, purify your hands 
  with water – it need not be blessed – and stand at 
  the center of the sigil. Address the spirit, by name 
  if you know it, and command it to leave the mortal 
  realm and accept its death. If it does not follow 
  your directions immediately, take a handful of salt 
  and throw it in the air, telling the spirit that it is no 
  longer welcome and once again commanding it to 
  depart. The spirit will fight you, but if you continue 
  to repeat this process until the haunting is driven 
  out, you will know success.”
  
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  After a moment, however, he sighs, slumps back 
  in his chair, and says that he will visit the haunted 
  location if the Fated are unable to drive the spirit 
  away on their own.
  The exorcism
  Obtaining the salt needed for the exorcism is 
  relatively easy during normal business hours, and 
  a ten pound bag only costs 0.10 scrip at the local 
  general store. The exorcism process is handled via 
  an Ongoing Challenge:
  • 
  Skills Allowed: Centering, Counter-Spelling, 
  Intimidate, Necromancy
  • 
  Target Number: 12
  • 
  Duration: 1 minute
  • 
  Success Requirement: 6
  • 
  Failure Requirement: 2
  When the Fated begin the ritual, a childlike moaning 
  fills the house. As soon as they begin calling out 
  for the spirit to depart, an earsplitting scream 
  punctuates the moaning. Objects begin to fly around 
  the house, pelting the Fated with objects as they 
  perform the ritual; at the end of each Duration, each 
  character in the house suffers 1/2/3 damage from 
  flying knives, pans, and other dangerous objects.
  If the Fated successfully complete the Ongoing 
  Challenge, the spirit releases one last scream of 
  anger and frustration before passing on. The objects 
  floating around the house all fall to the ground, and 
  a sense of peace finally settles over the Anders 
  home. 
  On a catastrophic failure, the Fated manage to 
  greatly upset Eliza’s spirit, which slams every door 
  of the house shut. Eliza’s ghost rips the gas stove 
  off of the wall and hurls it at one of the Fated in the 
  kitchen or dining room, requiring them to succeed 
  at a TN 12 Evade Challenge to avoid taking 3/5/7 
  damage. If there aren’t any Fated in the kitchen or 
  dining room, she just throws the stove toward them 
  in whatever way is possible – hurling it up through 
  the ceiling, down the basement steps, etc. 
  More importantly, however, is the deadly gas that 
  now streams fully into the house from the broken 
  gas main. This gas (coal gas, at this period in 
  history) quickly fills up the Anders home and begins 
  suffocating the Fated. After another few minutes 
  of listening to the ghost scream and throw things 
  around the house, the Fated must succeed at a TN 
  8 Notice Challenge to realize that the air is turning 
  bad. If they are in the kitchen, the TN drops down to 
  6 due to the hissing of the gas escaping from the 
  broken gas main. 
  If the Fated fail the Notice Challenge (or decide to 
  remain in the house), they gain the Suffocating +1 
  Condition each round they remain within the home. 
  Depending upon where they are, it may take between 
  20 seconds to a full two minutes to reach the front 
  door.
  If any sort of open flame enters the house while 
  it is filled with gas (of if the Fated fire any sort of 
  firearm), the entire house explodes in a massive 
  fireball dealing 5/7/9 damage to everyone inside 
  the house and 3 damage to everyone within 5 yards 
  of it. This damage ignores armor. 
  If the Anders house explodes, they rent a local 
  apartment while they attempt to rebuild their 
  shattered lives (in which case Scene 5: Playtime 
  occurs in the two-bedroom apartment, rather than 
  the Anders home). The Anders are, not surprisingly, 
  rather upset if the Fated blow up their home, and 
  hasty threats of legal action are made (and quickly 
  forgotten when Scene 5 begins).
  
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  Scene 5: Playtime
  Once the Fated have dealt with the ghost, they should 
  be allowed to believe that they have successfully 
  saved the day… at least, until that night, when 
  a frantic Mrs. Anders arrives on their doorstep, 
  pounding on their door and crying for help. If the 
  Fated live in separate homes, choose the character 
  that was most sympathetic to the Anders’ plight 
  as the person Mrs. Anders seeks out. Read the 
  following text:
  If the Fated open the door to help her, Mrs. Anders 
  is dressed in only a nightgown, and there are tears 
  streaming down her cheeks. She grabs the nearest 
  character by the hand and tries to (weakly) pull 
  them toward her home, claiming that something has 
  gotten into their daughter and they need their help 
  once again. 
  If the Fated agree to help Mrs. Anders out, she 
  hurries out to the waiting coach, where a very 
  disturbed Daniel Hastelin is waiting, similarly 
  dressed in his night clothes. As soon as everyone 
  is in the carriage, Daniel hurries to either gather 
  the other Fated (if they’re not all together) or to get 
  everyone back to the Anders home.  Mrs. Anders 
  is an emotional wreck and can do little more than 
  weep on any shoulder offered to her.
  Once the Fated arrive, it’s clear that something 
  is going on inside the house. There are muffled 
  screams coming from inside, the front door is open, 
  and a Guild guardsman lies dead on the front lawn 
  beneath a shattered window, with a pair of sewing 
  scissors buried deep in his neck. His partner 
  is kneeling next to the man and shouting for the 
  horrified neighbors to go back to their rooms. 
  Mrs. Anders immediately runs into the house, 
  dragging whatever Fated behind her as the 
  guardsman shouts at them to remain outside. Mrs. 
  Anders completely ignores them and shouts at the 
  Fated to help her husband. 
  The screams are coming from the Anders’ bedroom. 
  The door is closed, but when the Fated throw it 
  open, they’re greeted with a terrifying sight. Read 
  the following text:
  “Eliza” has transformed her stuffed animals into 
  Wicked Dolls, and they move to protect her and keep 
  the Fated from entering the bedroom. There are two 
  Wicked Dolls per Fated, and their stats can be found 
  on page 58.
  On her turn on the first round of combat, "Eliza" 
  seems to snap out of it for a moment, blinking her 
  eyes as she looks down at the knife in her hand 
  in horror. She mumbles a faint “daddy?” but then 
  immediately grins wickedly as something seems to 
  overtake her again. This is a ruse on the part of 
  the changeling to sow doubt among the Fated and 
  to give her an alibi should they capture her. A TN 
  15 Scrutiny Challenge is enough to tell that she’s 
  merely putting on a performance.
  You’re awoken from your slumber by a frantic 
  pounding on your door. “Help! Please help!” 
  a woman screams. It takes you a moment to 
  recognize the frantic screaming as belonging to 
  Mrs. Anders. “Please, it’s our daughter… she’s 
  been possessed by the ghost! Please! She’s killing 
  my husband!”
  The scene in the bedroom is a chilling sight. Mr. 
  Anders is dressed in his nightclothes and lashed 
  to the bed, while his daughter is perched atop his 
  large belly. There’s a bloody knife in her hands, and 
  she grins wickedly as she carves another deep 
  gash into his already mangled chest, drawing a 
  high-pitched bellow of pain from her father. 
  Eliza’s stuffed animals and dolls surround the bed, 
  as if watching the scene, and as they notice you, 
  the toys turn to face you. Their previously smiling, 
  stitched faces have twisted into disturbing leers 
  and mocking grins, and as they advance toward 
  you, you can’t help but notice that they’ve armed 
  themselves with knives from the kitchen.
  
  56
  56
  On the second round of combat, the changeling 
  stabs her “father” in the face, drawing screams 
  from the poor man as he writes around and tries to 
  escape. On the third round, she finally hits an eye 
  and kills him.
  On the third round of combat – or after she takes 
  any sort of significant damage from the Fated 
  – the changeling falls to the ground and feigns 
  convulsions, as if the evil spirit were leaving her. A 
  TN 15 Scrutiny Challenge recognizes the routine as 
  a performance, but unless she suspects that the 
  Fated are onto her, she spends the rest of the fight 
  hiding and crying out in mock fear. Stats for “Eliza” 
  can be found on page 58.
  Conclusion
  If the Fated rescue “Eliza” from the “evil spirit” 
  possessing her, then the changeling plays along, 
  laying low for the time being. If the Fated have 
  figured out what she’s up to, it takes a TN 14 
  Convince Challenge to make the Anders realize that 
  the thing pretending to be their daughter isn’t Eliza. 
  Even then, they’re hesitant to believe that she’s not 
  just possessed and will go out of their way to see 
  that their daughter is “protected” by being strapped 
  to a table and committed to the Blackwood Home 
  for Mental Healing. She mysteriously disappears 
  two days later. 
  If the Fated achieve a Margin of Success on the 
  Convince Challenge, however, it’s enough to make 
  the Anders realize the truth of the matter. They look 
  at their “daughter” in horror and revulsion and leave 
  it up to the Fated to deal with her. If they hesitate, 
  the changeling attempts to escape, possibly by 
  jumping out the window. If she escapes, she may 
  well return at a later time to plague the Fated.
  If the Fated killed the changeling without revealing 
  its true nature, the Anders are shocked and furious. 
  They use their considerable wealth and contacts to 
  ensure that murder charges are pressed against 
  the Fated, which likely leads to arrest and a trial 
  unless the Fated are able to make a quick escape. 
  Fortunately, the Guild is at least somewhat aware of 
  the existence of changelings, and if the Fated make 
  a good case for themselves (and haven’t been in 
  previous trouble with the Guild), they might be able 
  to avoid hanging for their crimes.
  If nothing else, there’s always a life on the run from 
  the law!
  
  57
  57
  Jeremiah Crohn, Exorcist
  Might
  2
  Grace
  2
  Speed
  2
  Resilience
  1
  Charm
  -2
  Intellect
  2
  Cunning
  3
  Tenacity
  2
  Enforcer (8), Living, Death Marshal
  Defense
  6 (14)
  Walk
  5
  Height
  2
  Initiative
  4 (12)
  Willpower
  6 (14)
  Charge
  6
  Wounds
  7
  Skills: Archery 3, Centering 4, Counter-Spelling 3, Evade 4, 
  History 2, Intimidate 3, Leadership 2, Literacy 1, Melee 3, 
  Necromancy 2, Notice 2, Scrutiny 3, Toughness 2, Track 2.
  Hard to Wound +1: Damage flips against this character 
  suffer -.
  Relentless: This character is immune to Horror Duels.
  Righteousness: Undead and Spirit characters within a6 
  of this character may not declare Triggers.
  (1) Crossbow Bayonet (Melee) 
  AV: 4 (12)  ========  Rg: y1=======  Resist: Df 
  Target suffers 1/3/4 damage.
  r Critical Strike: When damaging the target, this attack 
  deals +1 damage for each R in the final duel total.
  (1) Sanctified Crossbow (Archery) 
  AV: 5 (13)  ======== Rg: z10 ======  Resist: Df 
  Target suffers 2/4/6 damage. This attack ignores 
  Incorporeal and Hard to Wound.
  r Critical Strike: When damaging the target, this attack 
  deals +1 damage for each R in the final duel total.
  t Pinned to the Ground: After succeeding, the target 
  gains the following Condition until it moves or is 
  pushed: “Pinned to the Ground: This character 
  may not declare Walk or Charge actions. This 
  character may take a (1) Action to remove the arrow 
  and end this Condition.”
  (0) "Zombie!" 
  AV: 5 (11)  ========  Rg: y2  ======  Resist: Df 
  Target gains the Undead Characteristic for 1 minute.
  
  58
  58
  Eliza Anders
  Might
  -2
  Grace
  2
  Speed
  1
  Resilience
  3
  Charm
  2
  Intellect
  0
  Cunning
  1
  Tenacity
  3
  Minion (5), Living, Mimic
  Defense
  5
  Walk
  5
  Height
  2
  Initiative
  3 (8)
  Willpower
  5
  Charge
  5
  Wounds
  4
  Skills: Bewitch 2, Deceive 4, Evade 3, Forgery 1, 
  Lockpicking 2, Melee 2, Notice 2, Pick Pocket 3, 
  Scrutiny 1, Stealth 2, Stitching 2.
  Flick of the Wrist: This character may use its Grace instead 
  of its Might when making Melee or Pugilism attacks.
  Manipulative (10): When an enemy character targets 
  this character with an Action, they must pass a TN 10 
  Willpower Challenge. On a failure, this character may 
  change the target of the Action to a legal target of her 
  choice.
  Regeneration +1: This character heals 1 damage at the 
  beginning of her turn during Dramatic Time.
  (1) Knife (Melee) 
  AV: 4 (9)  =========  Rg: y1  ======  Resist: Df 
  Target suffers 1/3/4 damage.
  R  Critical Strike: When damaging the target, this attack 
  deals +1 damage for each R in the final duel total.
  (0) In the Blink of an Eye 
  Immediately move this character a number of yards 
  equal to its Walk Aspect, ignoring intervening characters 
  and terrain during the move.
  Wicked Doll
  Might
  -1
  Grace
  2
  Speed
  2
  Resilience
  0
  Charm
  2
  Intellect
  -1
  Cunning
  1
  Tenacity
  3
  Minion (5), Construct, Doll
  Defense
  6 (11)
  Walk
  5
  Height
  1
  Initiative
  3 (8)
  Willpower
  5 (10)
  Charge
  6
  Wounds
  4
  Skills: Acrobatics 1, Bewitch 2, Deceive 2, Evade 4, 
  Melee 2, Notice 1, Scrutiny 1, Stealth 3, Stitching 2, 
  Thrown Weapons 3M.
  Adorable Doll: This character is indistinguishable from a 
  normal doll when not moving.
  Aim High: When this character makes a Ranged Combat 
  attack, she may choose a Height value from 1 to 4. She 
  does not flip for characters lower than the chosen Height 
  when determining a random target when firing into an 
  engagement, and such characters do not suffer damage 
  from any blasts generated by her attack.
  Flick of the Wrist: This character may use its Grace instead 
  of its Might when making Melee or Pugilism attacks.
  Sewn in Poison: When a Living character suffers damage 
  from a source other than the Poison Condition while 
  within a1 of this character, she also gains Poison +1.
  (1) Knife (Melee) 
  AV: 4 (9)  =========  Rg: y1  ======  Resist: Df 
  Target suffers 1/3/4 damage.
  C  Hamstring: When damaging, the target suffers +1 
  damage and gains the Useless Limb (Legs) 
  Condition.
  (1) Thrown Needles (Thrown Weapons) 
  AV: 5M (10M)  =====  Rg: z9  ======  Resist: Df 
  Target suffers 1/1/1B damage.
  M  Attached Threads: After succeeding, push this character 
  into physical contact with the target.
  (1) All Sewed Up 
  Target Doll within 1 yard of this character heals 1 damage 
  and gains the following Condition for 24 hours: "New 
  Threads: This character gains + to its attack flips."
  
SOURCE: textdata/thevault/Through the Breach/Through the Breach - One Shot - Forgotten, The (Chronicles #26) [_oef_].pdf