House of 99 Souls is a scenario published by Hellwinter Forge of Wonders for use with Old School Essentials, Necrotic Gnome’s interpretation and redesign of the 1981 revision of Basic Dungeons & Dragons by Tom Moldvay and its accompanying Expert Set by Dave Cook and Steven M. Marsh. It is designed to be played using Second to Fourth Level Player Characters. It is a haunted house scenario, a Gothic horror scenario played out across the twenty or so rooms of the manor and its two floors, as well as the cellars below. Once the Player Characters have all crossed the threshold, the doors slam shut and they are locked inside until they can find a way to unlock the doors. Doing so requires a detailed exploration and examination of the house, laid as much as it was once, but covered in dust and grime, skeletons sitting or lying there they died, the rooms dimly lit through the dirt smeared on the windows. There are signs of death and despair everywhere, and the Player Characters will encounter members of the Brightmoore family, each desperate in their own way, some forlorn, some dangerous, but each with a twinge of hope…
As the Player Characters progress through the house, they will gather clues and intimations as to what is going on and what happened in the past to the Brightmoore family. From these, they can begin to work what they need to do resolve what is going on in the manor and enable them to find their way back out. Although they will not necessarily be aware of it, the Player Characters are up against the clock, but in terms of the narrative, it is a clever clock, one driven more by their actions rather than the actions of the villain of the scenario. Of course, if the completion conditions of the clock are fulfilled, they will face a greater challenge at the end.
One of the pleasing aspects of House of 99 Souls is its scale. Although a haunted house scenario, it is not a big sprawling affair such that the Player Characters have to spend an interminable amount of time searching it from top to bottom in order to work what is going on. Which means that the story plays out quite quickly. Similarly, the scale of the haunting is quite constrained as well. There are pleasing little moments like when a Player Character attempts to look out of one of the grimy window, a skeleton arms grabs him and smashes his face against the glass or reaches up out of a sink of dirty water to attempt to pull the Player Character into the water to drown him, rotten floors collapsing under a Player Character to temporarily trap his feet, and so on. Another pleasing touch is that atmosphere is allowed to build, the Game Master only rolling for random encounters once the Player Characters return to a room they have previously examined. Most of these encounters are creepy rather than deadly, though the house is definitely not without its dangers.
The scenario is also quite restrained with choice of monsters. It is not overrun with different types of undead. There are skeletons aplenty and there are also new monsters such as Bone Spiders which attack in swarms. Most of the monsters are particular to House of 99 Souls though. Rounding out the scenario is a set of six pre-generated Player Characters. These are all Third Level and are created using basic version of Old School Essentials rather than Old School Essentials: Advanced Fantasy. Some do have minor magical items, but not all. There are some interesting magical items to be found in the scenario.
All together, House of 99 Souls can be played through in a single session, perhaps two at most. It is also very self-contained, which means that it can be played as single one-off scenario. In addition, this means that the Game Master can very easily drop this into her campaign.
Physically, House of 99 Souls is well presented and the layout clean and tidy. The artwork is decent and the cartography good. House of 99 Souls is a charmingly small scale and underplayed Gothic haunted house scenario that is very easy to use and add to campaign.
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