<img src="http://iansavagedesign.com/Images/Blackwell%20Manor.jpg" width="100%;" style="margin-bottom: 20px;">
Explore the haunted manor and solve the mystery of the missing family, but beware the dangers that lurk in its shadows.
[[Begin your investigation|Outside]](set: $inventory to (a:))(set: $MurderChance to 0)
<hr style="margin-bottom: 30px;"/>Blackwell Manor © <a href="http://ezco.studio" target="_blank" style="color: #44b248; text-decoration: none;">Studio EZco</a>
You sweep your flashlight around the room and realize you’re standing in a stately Foyer. It’s not hard to imagine its original grandeur, but it’s currently covered in dust and cobwebs.
An extravagant chandelier hangs above a staircase leading to the second floor. There are doors to the east and west and a small credenza to your right. A phone and answering machine rest on top of it.
The muffled sound of the rain grows louder as the storm rages outside, and you take a moment to figure out your next move.
{(if: (history:) contains "Landing")[[[Head back upstairs|Landing]]]
(else:)[[[Ascend the stairs|Landing]]]<br/>
(if: (history:) contains "Solarium")[[[Return to the Solarium|Solarium]]](else:)[[[Open the east door|Solarium]]]<br/>
(if: (history:) contains "Kitchen")[[[Return to the Kitchen|Kitchen]]](else:)[[[Open the west door|Kitchen]]]<br/>
(if: (history:) does not contain "Voice Messages")[[[Pick up the phone|Voice Messages]]<br/>]\
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}
(if: $inventory's length >= 3)[(set: $MurderChance to (random: 1,10))]
(if: $inventory's length >= 4)[(set: $MurderChance to (random: 1,8))]
(if: $inventory's length >= 5)[(set: $MurderChance to (random: 1,6))]
(if: $inventory's length >= 6)[(set: $MurderChance to (random: 1,4))]
(if: $MurderChance is 1)[(goto: "Cursed Forever")]
(if: (history:)'s last is "Foyer" or "Voice Messages" or "Ballroom")[You open the door and are immediately overcome by the stench of fetid water and rotting vegetation.](elseif: (history:)'s last is "Study" or "Secret Passage A (Study)" or "Antique Desk" or "Old Journal")[You descend the staircase and are immediately overcome by the stench of fetid water and rotting vegetation.] It’s enough to make you gag, but you pull up your bandana and grit your teeth. (if: visits is 1)[When you raise your flashlight, the beam bounces off what seem to be glass walls and it clicks; this is a greenhouse.]
(if: visits is 1 and (history:)'s last is "Secret Passage A (Study)")[As you marvel at the intricate glasswork you hear the fleeting sound of a few groaning floorboards above you, which is mildly concerning given you were just up there and didn't notice any signs of a recent occupant.
So you remain vigilant but refocus on your surroundings: rows of wilted plants, a stone fountain, and a withering floral centerpiece.]\
(elseif: visits is 1 and (history:)'s last is "Study")[As you marvel at the intricate glasswork you hear the fleeting sound of a few groaning floorboards above you, which is mildly concerning given you were just up there and didn't notice any signs of a recent occupant.
So you remain vigilant but refocus on your surroundings: rows of wilted plants, a stone fountain, and a withering floral centerpiece.]\
(elseif: visits is 1 and (history:)'s last is "Antique Desk")[As you marvel at the intricate glasswork you hear the fleeting sound of a few groaning floorboards above you, which is mildly concerning given you were just up there and didn't notice any signs of a recent occupant.
So you remain vigilant but refocus on your surroundings: rows of wilted plants, a stone fountain, and a withering floral centerpiece.]\
(elseif: visits is 1 and (history:)'s last is "Old Journal")[As you marvel at the intricate glasswork you hear the fleeting sound of a few groaning floorboards above you, which is mildly concerning given you were just up there and didn't notice any signs of a recent occupant.
So you remain vigilant but refocus on your surroundings: rows of wilted plants, a stone fountain, and a withering floral centerpiece.]\
(elseif: visits is 1)[As you marvel at the intricate glasswork, you hear the fleeting sound of a few groaning floorboards above you. Could be a vagrant, but you have a feeling it isn't a living resident.
So you remain vigilant and try to refocus on your surroundings: rows of wilted plants, a stone fountain, and a withering floral centerpiece.]\
(else:)[A lighting strike momentarily reveals another door, rows of wilted plants, a stone fountain, and a withering floral centerpiece.]
{(if: (history:) contains "Ballroom")[[[Return to the Ballroom|Ballroom]]](else:)[[[Open the north door|Ballroom]]]<br/>
[[Return to the Foyer|Foyer]]<br/>
(if: (history:) contains "Secret Passage A (Solarium)" or "Secret Passage A (Study)")[[[Ascend the spiral stairs|Study]]<br/>]\
(else:)[[[Investigate the fountain|Secret Passage A (Solarium)]]<br/>]\
(if: (history:) does not contain "Undying Rose")[[[Inspect the flowers|Undying Rose]]<br/>]\
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}
(if: $inventory's length >= 3)[(set: $MurderChance to (random: 1,10))]
(if: $inventory's length >= 4)[(set: $MurderChance to (random: 1,8))]
(if: $inventory's length >= 5)[(set: $MurderChance to (random: 1,6))]
(if: $inventory's length >= 6)[(set: $MurderChance to (random: 1,4))]
(if: $MurderChance is 1)[(goto: "Cursed Forever")](if: (history:)'s last is "Foyer" or "Voice Messages")[The stairs creak loudly under your weight while the family stares down at you from the faded photographs that adorn the walls. Seems it was a husband and wife with two kids, a young boy and girl.
Once you reach the second floor, you survey the landing and see several doors: one directly ahead of you and two to your left and right.]\
(elseif: (history:) does not contain "Landing")[You find yourself on a second floor landing at the top of a flight of stairs. Several doors surround you.]\
(else:)[You return to the landing at the top the stairs. Several doors surround you.]
{[[Descend the stairs|Foyer]]<br/>
(if: (history:) contains "Bathroom")[[[Return to the Bathroom|Bathroom]]](else:)[[[Open the north door|Bathroom]]]<br/>
(if: (history:) contains "Theater")[[[Return to the Theater|Theater]]](else:)[[[Open the northeast door|Theater]]]<br/>
(if: (history:) contains "Master Bedroom")[[[Return to the Master Bedroom|Master Bedroom]]](else:)[[[Open the northwest door|Master Bedroom]]]<br/>
(if: (history:) contains "Study")[[[Return to the Study|Study]]](else:)[[[Open the southeast door|Study]]]<br/>
(if: (history:) contains "Children's Room")[[[Return to the Children's Room|Children's Room]]](else:)[[[Open the southwest door|Children's Room]]]
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}
(if: $inventory's length >= 3)[(set: $MurderChance to (random: 1,10))]
(if: $inventory's length >= 4)[(set: $MurderChance to (random: 1,8))]
(if: $inventory's length >= 5)[(set: $MurderChance to (random: 1,6))]
(if: $inventory's length >= 6)[(set: $MurderChance to (random: 1,4))]
(if: $MurderChance is 1)[(goto: "Cursed Forever")](if: (history:)'s last is "Cellar")[You head back upstairs and into the kitchen.](else:)[The door creaks open and you step into a large kitchen.] Despite the rusted cookware and abandoned dishes, it retains an air of elegance. And if the number of busted appliances is any indication, the family ate well.
(if: visits is 1)[That’s when you hear it: a woman’s scream, so loud you’d swear she was in the room with you. Your eyes dart around the shadowy space until you’re certain she isn’t, but that does little to slow your pounding heart. Eventually though, you calm down and continue your investigation.
You spot a second door and a set of steps descending into darkness to the south. A knife block also catches your eye: one of the knives is missing.]\
(else:)[You spot a second door and a set of steps descending into darkness to the south. A knife block also catches your eye: one of the knives is missing.]
{(if: (history:) contains "Dining Room")[[[Return to the Dining Room|Dining Room]]]
(else:)[[[Open the north door|Dining Room]]]<br/>
[[Return to the Foyer|Foyer]]<br/>
(if: (history:) contains "Cellar")[[[Head back downstairs|Cellar]]]
(else:)[[[Descend the stairs|Cellar]]]<br/>
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}
(if: $inventory's length >= 3)[(set: $MurderChance to (random: 1,10))]
(if: $inventory's length >= 4)[(set: $MurderChance to (random: 1,8))]
(if: $inventory's length >= 5)[(set: $MurderChance to (random: 1,6))]
(if: $inventory's length >= 6)[(set: $MurderChance to (random: 1,4))]
(if: $MurderChance is 1)[(goto: "Cursed Forever")]As you approach the credenza, you see the phone’s cord has been cut. There’s still a cassette inside the answering machine though, so you eject it and pop it into the tape recorder you use for capturing EVPs. It whirs to life and emits an older woman’s voice.
“Heather, honey, we’re worried about you. I know I didn’t take you seriously last time we talked, and I’m sorry… Maybe you and the kids should stay with your father and I for a little while. At least until James comes to his senses. Please call me back if you get this… We love you.”
A few other messages follow the first, asking where the family is and why they haven’t called. You pause for a second, dismayed by the implications, before turning your attention back to the Foyer.
{(if: (history:) contains "Landing")[[[Head back upstairs|Landing]]](else:)[[[Ascend the stairs|Landing]]]<br/>
(if: (history:) contains "Solarium")[[[Return to the Solarium|Solarium]]](else:)[[[Open the east door|Solarium]]]<br/>
(if: (history:) contains "Kitchen")[[[Return to the Kitchen|Kitchen]]](else:)[[[Open the west door|Kitchen]]]
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]\
(elseif: $inventory contains "Undying Rose" and "Old Journal" and "Bloody Axe" and "Cursed Bones")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}You open the door and behold an opulent ballroom. The vast majority of the space is empty, dedicated to a hardwood dance floor.
Decorative red curtains frame tall windows along the east wall, punctuated by marble statues of men and women in striking poses. You also spot another door across the room.
As you step on to the dance floor, you hear the faint sound of music. It gradually gets louder until you realize it's coming from a grand piano in the northwest corner.
{(if: (history:) contains "Dining Room")[[[Return to the Dining Room|Dining Room]]](else:)[[[Open the west door|Dining Room]]]<br/>
(if: (history:) contains "Solarium")[[[Return to the Solarium|Solarium]]](else:)[[[Open the south door|Solarium]]]<br/>
[[Investigate the piano|Haunted Piano]]
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}
(if: $inventory's length >= 3)[(set: $MurderChance to (random: 1,10))]
(if: $inventory's length >= 4)[(set: $MurderChance to (random: 1,8))]
(if: $inventory's length >= 5)[(set: $MurderChance to (random: 1,6))]
(if: $inventory's length >= 6)[(set: $MurderChance to (random: 1,4))]
(if: $MurderChance is 1)[(goto: "Cursed Forever")]You take a moment to admire the gargoyle perched atop the old fountain. It seems like the water used to flow from its open maw into the basin below, but it’s been reduced to a slow drip into a shallow, murky pool.
On closer inspection, you spot a single raised stone near the base. Your gut tells you something’s off, and sure enough, when you apply a bit of pressure the stone clicks into place.
To your surprise though, the entire fountain begins shifting backward with a loud grinding sound and you watch in awe as an iron spiral staircase rises up from below until it reaches the ceiling.
{(if: (history:) contains "Ballroom")[[[Return to the Ballroom|Ballroom]]](else:)[[[Open the north door|Ballroom]]]<br/>
[[Return to the Foyer|Foyer]]<br/>
[[Ascend the spiral stairs|Study]]<br/>
(if: (history:) does not contain "Undying Rose")[[[Inspect the flowers|Undying Rose]]<br/>]\
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}
(if: $inventory's length >= 3)[(set: $MurderChance to (random: 1,10))]
(if: $inventory's length >= 4)[(set: $MurderChance to (random: 1,8))]
(if: $inventory's length >= 5)[(set: $MurderChance to (random: 1,6))]
(if: $inventory's length >= 6)[(set: $MurderChance to (random: 1,4))]
(if: $MurderChance is 1)[(goto: "Cursed Forever")]
As you approach the floral display, you notice a solitary scarlet rose defying the death and decay all around it. How it avoided the same fate is a mystery, and you feel an odd sensation in its presence.
The longer you look at it, the more you feel that it's not just an ordinary flower, so you carefully snip it free of the thorny brambles with a pair of discarded pruning shears.
<table style="margin-top: 20px; margin-bottom: 20px;">
<tr>
<td><img src="http://iansavagedesign.com/Icons/Blackwell/Rose.png" style="vertical-align: top; width: 90%;"></td>
<td>//Undying Rose acquired//</td>
</tr>
</table>(set: $inventory to $inventory + (a: "Undying Rose"))\
{(if: (history:) contains "Ballroom")[[[Return to the Ballroom|Ballroom]]](else:)[[[Open the north door|Ballroom]]]<br/>
[[Return to the Foyer|Foyer]]<br/>
(if: (history:) contains "Secret Passage A (Solarium)" or "Secret Passage A (Study)")[[[Ascend the stairs|Study]]](else:)[[[Investigate the fountain|Secret Passage A (Solarium)]]]
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}Beyond the door lies a lavish dining room. Tall cabinets filled with expensive glassware line the walls, but the space is dominated by a sprawling oaken table covered in tarnished cutlery, melted candles, and strangely, fresh food.
In fact, it looks delicious: a roasted pheasant lies at the center, with savory potatoes, soft breads, and seared vegetables surrounding it. The smells alone are enough to make your stomach growl.
Once you stop focusing on the feast, you notice another door.
{(if: (history:) contains "Ballroom")[[[Return to the Ballroom|Ballroom]]](else:)[[[Open the east door|Ballroom]]]<br/>
(if: (history:) contains "Kitchen")[[[Return to the Kitchen|Kitchen]]](else:)[[[Open the south door|Kitchen]]]<br/>
[[Eat some of the food|Poisoned Food]]<br/>
(if: (history:) does not contain "Melted Candle")[[[Take a candle|Melted Candle]]<br/>]\
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}
(if: $inventory's length >= 3)[(set: $MurderChance to (random: 1,10))]
(if: $inventory's length >= 4)[(set: $MurderChance to (random: 1,8))]
(if: $inventory's length >= 5)[(set: $MurderChance to (random: 1,6))]
(if: $inventory's length >= 6)[(set: $MurderChance to (random: 1,4))]
(if: $MurderChance is 1)[(goto: "Cursed Forever")](if: (history:)'s last is "Kitchen" or "Melted Candle")[You make your way down the dark stairwell and into a musty cellar.](elseif: (history:)'s last is "Crypt" or "Cursed Bones")[You exit the tunnel and reemerge into the musty cellar.] It seems to serve several functions, given the furniture and appliances present.
Three modest beds take up the east side of the room, opposite an old washer, dryer, and ironing board on the west side. A frayed rug lies on the cement floor between them.
You also spot a wooden workbench covered in tools and some dusty shelves filled with canned goods on the south wall.
{[[Head back upstairs|Kitchen]]<br/>
(if: (history:) contains "Crypt")[[[Return to the Crypt|Crypt]]]
(elseif: (history:) contains "Secret Passage B")[[[Enter the tunnel|Crypt]]]
(else:)[[[Investigate the workbench|Secret Passage B]]]<br/>
(if: (history:) does not contain "Bloody Axe")[[[Search the shelves|Bloody Axe]]<br/>]\
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}
(if: $inventory's length >= 3)[(set: $MurderChance to (random: 1,10))]
(if: $inventory's length >= 4)[(set: $MurderChance to (random: 1,8))]
(if: $inventory's length >= 5)[(set: $MurderChance to (random: 1,6))]
(if: $inventory's length >= 6)[(set: $MurderChance to (random: 1,4))]
(if: $MurderChance is 1)[(goto: "Cursed Forever")]You suddenly remember your last meal was hours ago and can’t resist the tantalizing cuisine, so you take a seat, fill a plate, and begin eagerly scarfing it down. The first few bites are exquisite.
After a minute though, it doesn’t taste right. Looking down at the food, you're horrified to see that it’s rancid and moldy. You're about to retch but are interrupted when a transulcent woman materializes across the table.
Her hair is pulled up into a bun and she's wearing a black dress and white apron. After she appears, you begin to choke. You desperately clutch at your throat, but it’s no use. Unable to breath, your vision blurs and you fall out of your chair. The last thing you see is the ghastly woman hovering over you, (text-color:red)[grinning from ear to ear].<table style="margin-top: 20px; margin-bottom: 20px;">
<tr>
<td><img src="http://iansavagedesign.com/Icons/Blackwell/Grave.png" style="vertical-align: top; width: 90%;"> <td>//Your investigation comes to an end.//</td>
</tr>
</table>
(link: "Better luck next time")[(restart:)]
You make your way over to the piano and the song stops abruptly when you touch the black lid. It continues in your head though, and you find yourself sitting on the bench and resting your hands on the keys.
Before long, you're performing the same melody, your fingers tapping out notes you never learned to play. As you reach the crescendo, a ghostly male figure wearing a black tailcoat appears on the dance floor and begins gliding toward you.
You stop playing and stare, transfixed, until he grins and plunges his hand into your chest. It feels like being stabbed with an icy knife, and your heart beat begins to slow. The last thing you hear is that eerie music (text-color:red)[echoing in the empty room].<table style="margin-top: 20px; margin-bottom: 20px;">
<tr>
<td><img src="http://iansavagedesign.com/Icons/Blackwell/Grave.png" style="vertical-align: top; width: 90%;"> <td>//Your investigation comes to an end.//</td>
</tr>
</table>
(link: "Better luck next time")[(restart:)]
(if: (history:)'s last is "Landing")[The door sticks for a second but eventually relents, and you enter an elegant study.](elseif: (history:)'s last is "Theater" or "VHS Tapes")[You open the door and enter an elegant study.](elseif: (history:)'s last is "Solarium" or "Secret Passage A (Solarium)" or "Undying Rose")[You climb the spiral staircase and emerge in an elegant study on the second floor.] Towering shelves line the room, filled with countless books on art, science, history, and philosophy. A worn leather armchair rests in front of a fireplace on the south wall. Despite a distinct lack of wood, a fire blazes in it.
You also notice an antique writing desk covered in cobwebs, as well as a second door. Thunder booms in the distance as you consider your options.
{(if: (history:) contains "Theater")[[[Return to the Theater|Theater]]]
(else:)[[[Open the north door|Theater]]]<br/>
(if: (history:) contains "Landing")[[[Return to the Landing|Landing]]](else:)[[[Open the west door|Landing]]]<br/>
(if: (history:) contains "Secret Passage A (Solarium)" or "Secret Passage A (Study)")[[[Descend the spiral stairs|Solarium]]<br/>]\
(else:)[[[Investigate the fireplace|Secret Passage A (Study)]]<br/>]\
(if: (history:) does not contain "Old Journal")[[[Examine the desk|Antique Desk]]<br/>]\
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}
(if: $inventory's length >= 3)[(set: $MurderChance to (random: 1,10))]
(if: $inventory's length >= 4)[(set: $MurderChance to (random: 1,8))]
(if: $inventory's length >= 5)[(set: $MurderChance to (random: 1,6))]
(if: $inventory's length >= 6)[(set: $MurderChance to (random: 1,4))]
(if: $MurderChance is 1)[(goto: "Cursed Forever")]You pilfer one of the wax candles from the table and tuck it into your backpack; never hurts to have a backup plan for when your flashlight inevitably runs out of batteries.
<table style="margin-top: 20px; margin-bottom: 20px;">
<tr>
<td><img src="http://iansavagedesign.com/Icons/Blackwell/Candle.png" style="vertical-align: top;"></td>
<td>//Melted Candle acquired//</td>
</tr>
</table>(set: $inventory to $inventory + (a: "Melted Candle"))\
{(if: (history:) contains "Ballroom")[[[Return to the Ballroom|Ballroom]]](else:)[[[Open the east door|Ballroom]]]<br/>
(if: (history:) contains "Kitchen")[[[Return to the Kitchen|Kitchen]]](else:)[[[Open the south door|Kitchen]]]<br/>
[[Eat some of the food|Poisoned Food]]
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}As you grab the door handle, you hear what sounds like running water coming from inside. Undaunted, you open it and walk into an ostentatious bathroom. The white tile walls are covered in grime and a porcelain clawfoot tub rests in a large alcove.
To your left, an oval mirror in a decorative black frame hangs above a stained sink with faded gold fixtures. No sign of any running water though.
{[[Return to the Landing|Landing]]<br/>
[[Look in the mirror|Spectral Mirror]]
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}
(if: $inventory's length >= 3)[(set: $MurderChance to (random: 1,10))]
(if: $inventory's length >= 4)[(set: $MurderChance to (random: 1,8))]
(if: $inventory's length >= 5)[(set: $MurderChance to (random: 1,6))]
(if: $inventory's length >= 6)[(set: $MurderChance to (random: 1,4))]
(if: $MurderChance is 1)[(goto: "Cursed Forever")]You open the door and step into a plush home theater. Dark velvet drapes cover the east and west walls, contrasted by a white canvas screen on the north wall. Two rows of folding red seats are positioned in front of it, along with a projector on a small media cabinet. There’s even an empty popcorn maker.
(if: visits is 1)[A bit of movement in your peripheral vision instantly puts you on edge and you turn to see a tall, shadowy figure standing in the corner of the room. But a brief flash of lightning proves it was just your eyes playing tricks on you. Regardless, you can't shake the feeling that you're being watched.
You do your best to ignore it, and get back to searching the space. The projector looks to be hooked up to a VCR, and there’s a box of tapes on the floor beside it. You also see another door across the room.]\
(else:)[The projector looks to be hooked up to a VCR, and there’s a box of tapes on the floor beside it. You also see another door across the room.]
{(if: (history:) contains "Landing")[[[Return to the Landing|Landing]]](else:)[[[Open the west door|Landing]]]<br/>
(if: (history:) contains "Study")[[[Return to the Study|Study]]](else:)[[[Open the south door|Study]]]<br/>
(if: (history:) does not contain "VHS Tapes")[[[Watch one of the tapes|VHS Tapes]]<br/>]\
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}
(if: $inventory's length >= 3)[(set: $MurderChance to (random: 1,10))]
(if: $inventory's length >= 4)[(set: $MurderChance to (random: 1,8))]
(if: $inventory's length >= 5)[(set: $MurderChance to (random: 1,6))]
(if: $inventory's length >= 6)[(set: $MurderChance to (random: 1,4))]
(if: $MurderChance is 1)[
(goto: "Cursed Forever")
]The door opens with a creak and you get a glimpse of a luxurious bedroom. A four-poster bed draped in tattered silk curtains juts out from the north wall, flanked by a pair of nightstands. You also see a dusty armoire, no doubt filled with expensive attire, and a beautiful oriental rug on the floor.
As you scan the room, your flashlight glints off something metal: a small bell resting on the left nightstand. (if: (history:) does not contain "Desk Key")[On the right one, you spot a key.]
{[[Return to the Landing|Landing]]<br/>
[[Inspect the Bell|Tarnished Bell]]<br/>
(if: (history:) does not contain "Desk Key")[[[Examine the Key|Desk Key]]<br/>]\
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}
(if: $inventory's length >= 3)[(set: $MurderChance to (random: 1,10))]
(if: $inventory's length >= 4)[(set: $MurderChance to (random: 1,8))]
(if: $inventory's length >= 5)[(set: $MurderChance to (random: 1,6))]
(if: $inventory's length >= 6)[(set: $MurderChance to (random: 1,4))]
(if: $MurderChance is 1)[
(goto: "Cursed Forever")
]You gently nudge the door open and reveal a child's bedroom. Matching twin beds covered in colorful blankets take up the west side of the room. On the floor between them are several abandoned toys. A desk covered in art supplies and a dresser haphazardly stuffed with clothes occupy the southern wall.
(if: visits is 1)[You're just starting to let your guard down when you hear the unmistakable sound of the door slowly closing behind you, followed by a child giggling. Your blood runs cold, and you force yourself to turn and face whatever's in the room with you. Perhaps unsurprisingly though, there's no one there.
You breathe a sigh of relief, but stay alert. Then the adrenaline wears off and you understand the grim truth: these children are dead. Overcome by an intense sadness, you find yourself staring at their drawings on the desk.]\
(elseif: (history:) does not contain "Crude Drawings")[When it occurs to you that these children may be dead, you're overcome by an intense sadness and find yourself staring at their drawings on the desk.]\
(else:)[When it occurs to you that these children may be dead, you're overcome by an intense sadness.]
{[[Return to the Landing|Landing]]<br/>
(if: (history:) does not contain "Crude Drawings")[[[Examine the drawings|Crude Drawings]]<br/>]\
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}
(if: $inventory's length >= 3)[(set: $MurderChance to (random: 1,10))]
(if: $inventory's length >= 4)[(set: $MurderChance to (random: 1,8))]
(if: $inventory's length >= 5)[(set: $MurderChance to (random: 1,6))]
(if: $inventory's length >= 6)[(set: $MurderChance to (random: 1,4))]
(if: $MurderChance is 1)[(goto: "Cursed Forever")]Unlike everything else in this house, the mirror gleams, its surface unaffected by the passage of time. You stand in front of it, see your reflection staring back at you, and are about to turn away when you spot something else: a shrouded figure standing behind you.
As it gets closer, you can see its face and are filled with dread. Long, wet hair frames her ghoulish face, her eyes wide with rage. You feel her slimy fingers grab your shoulder and her nails dig into your flesh.
You panic and try to break free, but she tightens her grip. Her mouth opens in a silent scream and water begins pouring out of yours. You struggle to breathe, your lungs feeling like they're going to burst, and you collapse on the floor. The last thing you see is (text-color:red)[her terrifying gaze].<table style="margin-top: 20px; margin-bottom: 20px;">
<tr>
<td><img src="http://iansavagedesign.com/Icons/Blackwell/Grave.png" style="vertical-align: top; width: 90%;"> <td>//Your investigation comes to an end.//</td>
</tr>
</table>
(link: "Better luck next time")[(restart:)]
You pick up and unfold one of the crumpled pieces of paper. It’s a crude crayon illustration of the family, clearly depicting the father, mother, and two children, though there’s someone—or something—else present: a dark figure looming above the father.
The long hair suggests it’s a woman, but you can’t say for sure. Regardless, its inclusion is more than a little unsettling.
{[[Return to the Landing|Landing]]
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}
(if: $inventory's length >= 3)[(set: $MurderChance to (random: 1,10))]
(if: $inventory's length >= 4)[(set: $MurderChance to (random: 1,8))]
(if: $inventory's length >= 5)[(set: $MurderChance to (random: 1,6))]
(if: $inventory's length >= 6)[(set: $MurderChance to (random: 1,4))]
(if: $MurderChance is 1)[
(goto: "Cursed Forever")
]You reach into the box and grab one of the tapes. It’s unlabeled, except for a sticker on the spine with a handwritten date: 09/12/94. The second you consider watching it, alarm bells go off in your head. But getting the answers you’re looking for—how the family disappeared, why their home is haunted—could be worth the risk.
So you roll the dice. You reach into your backpack, pull out your camcorder, and insert the tape. When the image blinks to life on the tiny screen, it’s just grainy blackness. Then you see something else.
A man in his mid 40’s with brown hair and green eyes wearing a flannel shirt awkwardly adjusts the camera before sitting down at a desk.
“I don’t know what’s happening to me, but it’s not good. I’ve been… seeing things. Hearing things. Things that aren’t there. And I’m starting to wonder if I’m just losing it, or if these hallucinations are something… more. Either way, they’re disturbing. I haven’t told Heather. I’m afraid she’ll think I’m crazy. But if this keeps up… I don’t know how much longer I can keep it from her and the kids.”
He’s quiet for a second, then turns off the camera. You watch another dated 10/16/94. This time, he looks visibly shaken.
“I don’t have much time… I did some research into the house and found out it was built by a wealthy puritan minister. From what I read though, his family either died or went insane not long after, and he eventually committed suicide… But the weird part is, I actually found his jour—”
He stops mid-sentence and stares past the camera, eyes wide with fear. It’s clear that the source of his terror is just off screen as he begins to weep.
“No, no, no, no. Please don’t make me do it… I can’t kill them. I won’t!”
Just when you think you might get a glimpse of the entity tormenting him, the tape deteriorates into a blurry mess of static and distorted audio.
You got your answers, and they make you sick to your stomach.
{(if: (history:) contains "Landing")[[[Return to the Landing|Landing]]](else:)[[[Open the west door|Landing]]]<br/>
(if: (history:) contains "Study")[[[Return to the Study|Study]]](else:)[[[Open the south door|Study]]]
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}You pick up the bell to get a closer look. It’s surprisingly heavy and seems to be made of silver. Without thinking, you ring it.
The tone it produces is clear and crisp, but rather than fading away, it gets louder and louder until it becomes deafening. You cover your ears, but it’s no use; the noise sounds like it’s inside your skull. Suddenly the ringing stops and a spectral form coalesces in front of you: an old man wearing a formal vest.
He furrows his brow and slowly raises his arm. Paralyzed with fear, you’re unable to stop him as he touches his bony finger to your forehead. And as soon as he does, a white hot pain erupts from your temple and your legs buckle. The last thing you see is the look of disgust on (text-color:red)[his emaciated face].<table style="margin-top: 20px; margin-bottom: 20px;">
<tr>
<td><img src="http://iansavagedesign.com/Icons/Blackwell/Grave.png" style="vertical-align: top; width: 90%;"> <td>//Your investigation comes to an end.//</td>
</tr>
</table>
(link: "Better luck next time")[(restart:)]
You walk over to the nightstand and pick up the key. From what you can tell, it looks to be made of brass and has an antique design.
(if: (history:) contains "Antique Desk")[You remember the locked desk in the Study, so you pocket it and make a mental note to return and open the drawer.<table style="margin-top: 20px; margin-bottom: 20px;">
<tr>
<td><img src="http://iansavagedesign.com/Icons/Blackwell/Key.png" style="vertical-align: top; width: 90%;"> <td>//Desk Key acquired//</td>
</tr>
</table>
(set: $inventory to $inventory + (a: "Desk Key"))(set: $UnknownKey to false)]\
(else:)[You’re not sure what it opens, but take it anyway; could come in handy later.<table style="margin-top: 20px; margin-bottom: 20px;">
<tr>
<td><img src="http://iansavagedesign.com/Icons/Blackwell/Key.png" style="vertical-align: top; width: 90%;"> <td>//Brass Key acquired//</td>
</tr>
</table>(set: $inventory to $inventory + (a: "Desk Key"))(set: $UnknownKey to true)]\
{[[Return to the Landing|Landing]]<br/>
[[Inspect the Bell|Tarnished Bell]]<tw-consecutive-br/>
[[Open your backpack|Inventory]]}You emerge from the dank earthen passage and into a forgotten crypt. The first thing you notice is a lit torch on the wall that fills the eerie chamber with a warm, pulsing glow. How it's been burning for so long, you can't say.
Directly in front of you lies a wooden coffin with a small iron plaque affixed to the lid. You shine your flashlight on it to get a better look, and reveal a short inscription: Here lies Samuel Blackwell, 1642-1694.
{[[Return to the Cellar|Cellar]]<br/>
[[Inspect the torch|Infernal Torch]]<br/>
(if: (history:) does not contain "Cursed Bones")[[[Open the coffin|Cursed Bones]]<br/>]\
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}
(if: $inventory's length >= 3)[(set: $MurderChance to (random: 1,10))]
(if: $inventory's length >= 4)[(set: $MurderChance to (random: 1,8))]
(if: $inventory's length >= 5)[(set: $MurderChance to (random: 1,6))]
(if: $inventory's length >= 6)[(set: $MurderChance to (random: 1,4))]
(if: $MurderChance is 1)[(goto: "Cursed Forever")]Sure enough, the key opens the locked drawer and you discover an old leatherbound journal inside. The first entry begins with a name and date.
“Minister Samuel Blackwell, September 4th, 1694.
My decision to persecute Goodwife Abigail for practicing witchcraft was not something I took lightly. On the contrary, I wish there had been another way to purge the evil from her. But as with the others, fire seems the only option. What’s worse, her last words were not asking forgiveness from our Lord, but condemning my kin and my land to an eternity of pain and suffering. There can be no doubt then, that Satan hath claimed her soul.”
The pieces are starting to slot into place, so you eagerly read on.
“September 12th, 1694.
I fear I made a grave mistake. It hath been weeks since Abigail’s death, and yet I believe her spirit endures. I oft hear her wicked voice in my head. She appeared to me last night, standing by my bedside, and said that the devil is coming for my family and I shall be powerless to stop it. Can this be true? Have I doomed my wife and sons to a fate worse than death? I dare not entertain such thoughts. Rather, I will pray for their salvation.”
The last entry is scrawled hastily.
“October 16th, 1694.
All that she proclaimed hath come to pass. Sarah was stricken with a strange sickness and died in agony, covered in weeping sores. Not long after, Jacob killed Benjamin and Thomas, convinced that spilling his brother’s blood is the only way to free us from this torment. I tried to reason with him, but his mind is lost to the same darkness that took his mother.
My only recourse now is to turn to the very thing that began this nightmare: black magic. I know my soul may be damned for it, but if it prevents Abigail from hurting others, it will be a worthy sacrifice.”
He goes on to describe a ritual that he believes can break the curse. All that’s needed are the ‘Bones of the Cursed’ and ‘Blood of a Victim’. They must be placed in a circle of rose petals while the practitioner lights a candle and recites an incantation.
<table style="margin-top: 20px; margin-bottom: 20px;">
<tr>
<td><img src="http://iansavagedesign.com/Icons/Blackwell/Journal.png" style="vertical-align: top; width: 90%;"></td>
<td>//Old Journal acquired//</td>
</tr>
</table>(set: $inventory to $inventory + (a: "Old Journal"))(set: $UnknownKey to false)\
{(if: (history:) contains "Theater")[[[Return to the Theater|Theater]]](else:)[[[Open the north door|Theater]]]<br/>
(if: (history:) contains "Landing")[[[Return to the Landing|Landing]]](else:)[[[Open the west door|Landing]]]<br/>
(if: (history:) contains "Secret Passage A (Solarium)" or "Secret Passage A (Study)")[[[Descend the stairs|Solarium]]<br/>]\
(if: (history:) contains "Secret Passage A (Study)" or "Secret Passage A (Solarium)")[](else:)[[[Investigate the fireplace|Secret Passage A (Study)]]<br/>]\
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}
Undeterred by spiders, you wipe away the webs to get a better look at the desk. It’s a finely crafted piece of furniture, made of mahogany with chipped silver hardware.
A few stray papers litter its surface, but you’re more interested in the drawers below. One contains pens, paperclips, and old documents. The other is locked. (if: (history:) does not contain "Desk Key")[You resolve to keep an eye out for a key that might open it.]
{(if: (history:) contains "Theater")[[[Return to the Theater|Theater]]]
(else:)[[[Open the north door|Theater]]]<br/>
(if: (history:) contains "Landing")[[[Return to the Landing|Landing]]](else:)[[[Open the west door|Landing]]]<br/>
(if: (history:) contains "Secret Passage A (Solarium)" or "Secret Passage A (Study)")[[[Descend the stairs|Solarium]]<br/>]\
(if: (history:) contains "Secret Passage A (Study)" or "Secret Passage A (Solarium)")[](else:)[[[Investigate the fireplace|Secret Passage A (Study)]]<br/>]\
(if: (history:) contains "Desk Key")[[[Unlock the drawer|Old Journal]]<br/>]\
<tw-consecutive-br/>
[[Open your backpack|Inventory]]}As you stare at the torch, you’re mesmerized by the strange flame. Eventually your curiosity gets the better of you so you reach up and remove it from the wall. As soon as you do, a ghostly woman appears in the air, hovering over the coffin. She has flowing dark hair, pale skin, and sunken eyes. At first she simply stares at you, but when she sees the torch in your hand she begins to wail.
Then, without warning, she bursts into flame and her wails of despair turn into cries of agony. You watch, stunned, as she quickly becomes a charred husk. Only then do you start to feel the heat; you've been set ablaze by the same supernatural fire.
You frantically pat your arms and chest to put out the flames, but it’s too late. The pain is excruciating and you fall to your knees. The last thing you hear before you lose consciousness are her (text-color:red)[deranged screams].<table style="margin-top: 20px; margin-bottom: 20px;">
<tr>
<td><img src="http://iansavagedesign.com/Icons/Blackwell/Grave.png" style="vertical-align: top; width: 90%;"> <td>//Your investigation comes to an end.//</td>
</tr>
</table>
(link: "Better luck next time")[(restart:)]You approach the fireplace cautiously given the odd nature of the fire. It's made of cracked brick and has a spacious hearth. The flames inside it dance mischievously and you're forced to conclude they're supernatural in nature.
You're about to turn your attention elsewhere when you notice a brick protruding farther than the others, so you push on it and watch it slide into place. Not long after, you hear a faint grinding noise.
Nothing happens at first, but a circular piece of the floor in the center of the space eventually opens up. Curious, you walk over and peer down into the room below only to see a spiral iron staircase slowly rising up until it connects with the opening.
{(if: (history:) contains "Theater")[[[Return to the Theater|Theater]]](else:)[[[Open the north door|Theater]]]<br/>
(if: (history:) contains "Landing")[[[Return to the Landing|Landing]]](else:)[[[Open the west door|Landing]]]<br/>
[[Descend the spiral stairs|Solarium]]<br/>
(if: (history:) does not contain "Old Journal")[[[Examine the desk|Antique Desk]]<br/>]\
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}
(if: $inventory's length >= 3)[(set: $MurderChance to (random: 1,10))]
(if: $inventory's length >= 4)[(set: $MurderChance to (random: 1,8))]
(if: $inventory's length >= 5)[(set: $MurderChance to (random: 1,6))]
(if: $inventory's length >= 6)[(set: $MurderChance to (random: 1,4))]
(if: $MurderChance is 1)[(goto: "Cursed Forever")]
You head over to the shelves and take a closer look at the cans: vegetables, beans, and soup, and they all expired a long time ago. But there's a small gap in between a couple, and you can see something wooden behind them, so you push them aside and find an axe.
You grab it off the shelf and spot a blood stain on the head. It could be evidence related to the missing family, so you strap it to your backpack.
<table style="margin-top: 20px; margin-bottom: 20px;">
<tr>
<td><img src="http://iansavagedesign.com/Icons/Blackwell/Axe.png" style="vertical-align: top; width: 90%;"></td>
<td>//Bloody Axe acquired //</td>
</tr>
</table>(set: $inventory to $inventory + (a: "Bloody Axe"))\
{[[Head back upstairs|Kitchen]]<br/>
(if: (history:) contains "Crypt")[[[Return to the Crypt|Crypt]]]
(elseif: (history:) contains "Secret Passage B")[[[Enter the tunnel|Crypt]]]
(else:)[[[Investigate the workbench|Secret Passage B]]]
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]<br/>]\
(elseif: $inventory contains "Undying Rose" and "Old Journal" and "Bloody Axe" and "Cursed Bones")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}You check out the workbench hoping to find something useful, but are disappointed by a pile of rusty tools, bent nails, and other hardware.
There's a closed steel vice attached to the edge that's in surprisingly good shape though, and you can't resist spinning its handle. As soon as you do, you're startled by a loud scraping sound.
You quickly turn and see one of the shelves next to the bench shifting aside, exposing a dark tunnel behind it. A cold draft blows through the room and you can't help but shiver..
{[[Head back upstairs|Kitchen]]<br/>
[[Enter the tunnel|Crypt]]<br/>
(if: (history:) does not contain "Bloody Axe")[[[Search the shelves|Bloody Axe]]<br/>]\
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}
(if: $inventory's length >= 3)[(set: $MurderChance to (random: 1,10))]
(if: $inventory's length >= 4)[(set: $MurderChance to (random: 1,8))]
(if: $inventory's length >= 5)[(set: $MurderChance to (random: 1,6))]
(if: $inventory's length >= 6)[(set: $MurderChance to (random: 1,4))]
(if: $MurderChance is 1)[(goto: "Cursed Forever")]The lid is heavy, and it takes you a second to shove it aside. Once it’s out of the way you shine your flashlight in and see most of a human skeleton.
You're not sure what to make of your findings until you feel the hair on the back of your neck stand up: something about the skull beckons you.
So you take a second to talk yourself into reaching inside a 300-year-old coffin, and hastily retrieve it.
<table style="margin-top: 20px; margin-bottom: 20px;">
<tr>
<td><img src="http://iansavagedesign.com/Icons/Blackwell/Skull.png" style="vertical-align: top;"></td>
<td>//Cursed Bones acquired //</td>
</tr>
</table>(set: $inventory to $inventory + (a: "Cursed Bones"))\
{[[Return to the Cellar|Cellar]]<br/>
[[Inspect the torch|Infernal Torch]]
<tw-consecutive-br/>[[Open your backpack|Inventory]]<br/>
(if: $inventory contains "Undying Rose" and "Old Journal" and "Melted Candle" and "Cursed Bones" and "Bloody Axe")[(text-color:red)|Ritual>[[[Perform the ritual|Banishing Evil]]]]}You’ve finally collected all the necessary items and are ready to conduct the ritual, so you create a circle of rose petals on the floor, then set the skull and bloody axe inside it. With everything in place, you light the candle, take a deep breath, and recite the incantation:
“Purge the darkness from this land,
Lift the curse from a forsaken man.
Forgive the hatred of ages past,
Free this house from evil’s grasp.”
You flinch preemptively, expecting some kind of climactic reaction, but the house remains eerily quiet. Just as you begin to doubt the power of the ritual, the candle is extinquished, all the doors fly open, and a rush of cool air surges through the manor.
It only lasts for a few seconds, but there's a undeniable change in the atmosphere. Satisified with your efforts, you make your way outside.
The skies are finally clearing as you walk back through the wrought iron gate, and you pause to <a href="https://youtu.be/Lf7y4A-Tz-Q?si=_uXeWlsYdaps5_5t" target="_blank" style="color: #4169e1; text-decoration: none;">enjoy the sunrise</a>. It seems your investigation was a success, so you leave the house and its tragic history behind you.\
<table style="margin-top: 20px; margin-bottom: 25px;">
<tr>
<td><img src="http://iansavagedesign.com/Icons/Blackwell/Crow.png" style="vertical-align: top;"></td>
<td>//The curse has been lifted. Well done.//</td>
</tr>
</table>\
(link: "↻ Play again")[(restart:)]
<hr style="margin-bottom: 30px; margin-top: 30px;"/>Blackwell Manor © <a href="http://ezco.studio" target="_blank" style="color: #44b248; text-decoration: none;">Studio EZco</a>You first heard about the missing family and their historic home a few days ago, and after some online sleuthing you found out the house has a reputation for being haunted. So you decided to uncover the truth and put your paranormal investigation skills to the test.
That’s how you find yourself standing in front of a wrought iron gate around midnight, <a href="https://www.youtube.com/watch?v=uA2iKeO7yBw" target="_blank" style="color: #4169e1; text-decoration: none;">thunder rumbling</a> in the distance while rain soaks through your faded jean jacket. A sudden flash of lightning illuminates the metal lettering above you: (text-color:red)[Blackwell Manor].
Wanting answers and a roof over your head, you open the gate and listen to the gravel crunch under your feet as you approach the imposing structure. The front doors are massive, made of dark wood with ornate golden handles. A rusty chain and padlock have kept them shut for who knows how long.
Thankfully, you came prepared. Your bolt cutters make quick work of the chain and you push the heavy doors open.
[[Head inside|Foyer]]{|Inventory>[Inventory]<hr/><tw-consecutive-br/>
(if: $inventory contains "Bloody Axe")[
<table>
<tr>
<td><img src="http://iansavagedesign.com/Icons/Blackwell/Axe.png" style="vertical-align: top; width: 90%;"></td>
<td>//Bloody Axe//</td>
</tr>
</table>\
]\
(if: $inventory contains "Desk Key" and $UnknownKey is true)[
<table>
<tr>
<td><img src="http://iansavagedesign.com/Icons/Blackwell/Key.png" style="vertical-align: top; width: 90%;"></td>
<td>//Brass Key//</td>
</tr>
</table>\
]\
(elseif: $inventory contains "Desk Key" and $UnknownKey is false)[
<table>
<tr>
<td><img src="http://iansavagedesign.com/Icons/Blackwell/Key.png" style="vertical-align: top; width: 90%;"></td>
<td>//Desk Key//</td>
</tr>
</table>\
]\
(if: $inventory contains "Old Journal")[
<table>
<tr>
<td><img src="http://iansavagedesign.com/Icons/Blackwell/Journal.png" style="vertical-align: top; width: 90%;"></td>
<td>//Old Journal//</td>
</tr>
</table>\
]\
(if: $inventory contains "Undying Rose")[
<table>
<tr>
<td><img src="http://iansavagedesign.com/Icons/Blackwell/Rose.png" style="vertical-align: top; width: 90%"></td>
<td>//Undying Rose//</td>
</tr>
</table>\
]\
(if: $inventory contains "Melted Candle")[
<table>
<tr>
<td><img src="http://iansavagedesign.com/Icons/Blackwell/Candle.png" style="vertical-align: top; width: 90%;"></td>
<td>//Melted Candle//</td>
</tr>
</table>\
]\
(if: $inventory contains "Cursed Bones")[
<table>
<tr>
<td><img src="http://iansavagedesign.com/Icons/Blackwell/Skull.png" style="vertical-align: top;"></td>
<td>//Cursed Bones//</td>
</tr>
</table>\
]<tw-consecutive-br/>
(link: "↩ Go Back")[(undo:)]
}
The sound of heavy footfall behind you stops you in your tracks. You're about to dismiss it as more ghost activity until you feel the touch of steel against your neck and hear a gruff voice in your ear.
“No one can know what I did to my family. And if I have to be bound to this place, so do you."
Before you can react, the man slowly drags the blade across your throat. You instinctively reach up to cover the wound, but it does little to staunch the flow of blood. Your chest is covered in the crimson liquid within seconds, and you use your last ounce of strength to turn around and face your killer.
(if: (history:) contains "VHS Tapes" or "Voice Messages")[As you suspected, James stands before you. His shirt and hands are covered in the blood of his victims—yours now included—and he clutches a kitchen knife.
More of your life ebbs away and you stagger, hit the floor hard, and begin to black out. Your heartbeat slows until it stops completely and you take your final shuddering breath...
But you don't get to escape this living nightmare so easily.
You've become another victim of Blackwell Manor, doomed to haunt its shadowed halls (text-color:red)[forever.]]\
(else:)[A middle-aged man stands before you clutching a rusty kitchen knife. His shirt and hands are covered in the blood of his victims—yours now included.
More of your life ebbs away and you stagger, hit the floor hard, and begin to black out. Your heartbeat slows until it stops completely and you take your final shuddering breath...
But you don't get to escape this living nightmare so easily.
You've become another victim of Blackwell Manor, cursed to haunt its shadowed halls (text-color:red)[forever.]]<table style="margin-top: 20px; margin-bottom: 20px;">
<tr>
<td><img src="http://iansavagedesign.com/Icons/Blackwell/Grave.png" style="vertical-align: top; width: 90%;"> <td>//Your investigation comes to an end.//</td>
</tr>
</table>
(link: "Better luck next time")[(restart:)]