Our Haunt Pages
Our Haunt Pages
Our Haunt Pages
haunt
Rae
Nedjad i
Possum Creek Games Inc.
PO Box 149
Saugerties, NY, 12477
www.possumcreekgames.com
Copyright © 2019 Rae Nedjadi.
All rights reserved, including the right to reproduce this book
or portions thereof in any form whatsoever. For information,
contact the publisher.
For information about special discounts available for bulk
purchases, sales promotions, fundraising and educational needs,
contact Possum Creek Games Inc. at 1-518-291-9686 or
[email protected]
Illustration by Habil Firdaus.
Book Design by Ruby Lavin.
Edited by Dominique Dickey & Andrea Rick.
Titles in Frunchy Serif, Body in Paciencia.
Manufactured in the United States of America.
First printing edition 2022.
ISBN: 978-1-954097-17-9 (Paperback)
ISBN: 978-1-954097-18-6 (PDF)
No part of this publication may be reproduced, stored in a
retrieval system, transmitted in any form or by any means,
electronic, mechanical, photocopying, recording, or otherwise,
without the prior express permission of the publisher. This
publisher grants express permission to anyone reproducing or
copying this publication for personal use, through secure means
in order to facilitate gameplay.
For information on creating game materials and stories within
the world of Our Haunt, check out the Our Haunt Third Party
License at www.possumcreekgames.com.
TABLE OF
CONTENTS
How To Play.............................................................7
We Can’t Remember How We Died................................... 9
What Is Our Haunt? .......................................................... 11
How Do We Play?............................................................... 13
The Guide.............................................................................16
No Dice, No Masters.............................................................17
What You Need To Play.........................................................17
A Note On Themes................................................................19
Safety First..........................................................................20
Play To Find Out...................................................................23
Creating Characters.......................................................... 24
Creating The Haunt.......................................................... 30
Playing Out A Scene..........................................................37
Room Moves........................................................................ 43
Playing Your Main Character........................................... 47
Your Ghostly Abilities............................................................53
Your Moves.......................................................................... 54
The Language of Tokens.........................................................66
Our Memories................................................................... 68
An Example of Play.......................................................... 76
Flow of Play........................................................................ 87
Playbooks.............................................................. 89
The Betrayed......................................................................90
The Cat...............................................................................94
The Doll.............................................................................98
The Loved.........................................................................102
The Faceless..................................................................... 106
The Returned.................................................................... 110
Rooms................................................................... 115
The Attic........................................................................... 116
The Study..........................................................................120
The Garden.......................................................................124
The Parlor.........................................................................128
The Basement................................................................... 132
The Lost Room................................................................. 136
Memories............................................................. 140
Regaining A Memory..........................................................142
Creating New Memories..................................................... 144
Special Thanks..................................................... 148
HOW TO
PLAY
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WE CAN’T
REMEMBER
HOW WE
DIED
This old mansion is falling apart, its old creaking boards
hiding secrets eaten away by time. Through broken
windows and doors that slowly swing open on their own,
we’ve discovered a dreamy purgatory of shadows and
weakened nightmares.
We’ve found a way for our fading hands to reach each
other, past the heavy veils of death and unlife, and we won’t
let each other go. We’ve claimed this Haunt as our own, and
not even the Living that walk through our halls and inspect
our rooms can take that away from us.
What little is left of our memories hangs suspended
in the dusty air, shattered and beautiful, whispering and
haunting. A warm kiss, the rain on a sad smile, eyes in the
dark, a knife catching the last of the light.
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WHAT
IS OUR
HAUNT?
How To Play
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a little wild, taking on a new life entirely on its own You can
come back to the old mansion and these ghosts as often as
you like, continuing the story for as long as it is interesting
and fun.
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HOW DO
WE PLAY?
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How To Play
16
The Guide
When you first start playing the game, it helps to have a
guide. If you’re reading this book and thinking about play-
ing with your friends, you’ll probably be the guide.
As a guide you will:
» Gather supplies
» Teach others how to play the game
» Guide everyone through the first few steps
» Support the first scene and guide the first session
After the first session, people will get the hang of how
to play. They may still ask you questions from time to time,
but by the third session you’ll find you have to do very little
as a guide.
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No Dice, No Masters
Our Haunt was created by using the structure of Belonging
Outside Belonging, a style of play developed by Avery Alder
and Benjamin Rosenbaum. This structure is also called
“No Dice, No Masters.” Many tabletop roleplaying games
use dice to randomize outcomes and a Game Master who
guides the story, but in games like this one, everyone takes
turns guiding the story. Everyone shares in the role of the
Game Master. It’s a joyful act of collaboration. Players lean
into prompts, draw inspiration from the game text and
each other, create new supporting characters on the fly and
bring them to life, and so on! The story comes together in
unexpected ways, and we play to find out what happens next.
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A Note On Themes
Our Haunt focuses on the story of ghosts, and death is a sub-
ject that deserves care and openness. The game also invites
us to play intimately with horror, and define it on our own
terms. Content in this game will delve into supernatural
horror, violence, memory loss, reference to trauma, and the
nature of grief.
This is also a game about relationships and connec-
tions. Content in this game will touch upon intimacy and
romance, though these options do not have to be chosen
in play and you are encouraged to celebrate aromantic and
asexual relationships.
You are encouraged to make this game your own and
focus only on content and stories that you can enjoy.
However, if you do not want to explore any of these
themes, this game may not be best for your or your group.
While the overall tone and themes of Our Haunt is one of
warmth and family, it is at its heart a ghost story.
Removing these elements will hinder many thematic
and mechanical aspects of this game. Our Haunt
was created to be a comforting but also a thrilling or
spooky experience.
That being said, it is okay to not play this game, and
choose another game to play instead.
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Safety First
The goal is to have fun playing as old ghosts in the old
mansion while everyone takes care of each other. The prac-
tices of setting boundaries and taking care of each other are
called using safety tools.
Safety tools are the guidelines of communication and
checking in with each other, a means of care and honesty.
When you use safety tools you make it easier for everyone
to feel cared for.
Safety tools can be a way of avoiding making each
other painfully uncomfortable or hurting each
other. Safety tools also help navigate a moment when
someone does get hurt or when someone has difficulty
expressing themself.
The safety tool that comes with Our Haunt is called Yes,
Maybe, and No. I encourage you to use whatever safety tools
best serve your group.
At the start of the first game, once everyone has set-
tled in and you’ve explained the core themes of the game,
answer the following questions as a group. Record your
answers in a way that everyone can access later whenever
you play. When you answer the questions, you do not need
to provide a reason unless you want to do so.
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As you play the game, you may find new topics to list in
any of these areas. It’s always a good idea to pause the game
when it’s appropriate and let everyone know when you’re
adding something to the list.
Sometimes it’s okay to wait to introduce a new Yes topic,
but if a new No topic comes up, please immediately pause
and check in with everyone. When this happens, write
down the new No topic. You do not have to explain what it
is unless other players need a little context to remove the
content from the game.
This can sound like, “It turns out I’m not okay with
spiders, even just vaguely spidery ghosts. I’m putting that
under our No topics.” Then another player may say, “Got it.
Instead of spidery ghosts we can have centipede like ones?
Or just no insect-like ghosts in general? We can make
them wolf-like instead.”
Sometimes though, for whatever reason, it can be hard
to speak up in the moment. Or it can take a while to realize
you’re not okay with something. If that happens, reach out
to the group at a time when you feel safe. You may also want
to approach someone in the group that you trust and have
them speak to the rest of the group on your behalf. You are
encouraged to communicate in any way that is best for you
and your needs.
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24
CREATING
CHARACTERS
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one doing the stalking! We can’t make out who it is, but
I’m following someone and hiding in the dark.
DEAN That’s both sad and creepy, I love it.
RIKA Okay, so what I yearn for. I’m really
drawn to find a demon and break a promise. I don’t
know if it’s a literal demon, but I do think that this
was the person I was stalking from the shadows. I know
they’re somewhere here in the Haunt, and I have to find
them! I don’t know what breaking the promise means
though, we can discover that later.
Okay, and next are two bonds. I already have a demon
I’m tracking down, so let’s balance it out with a silent
angel in the attic. I ask them questions about heaven all
the time, but they never answer me, of course. Not in a
way I understand, at least. My second Bond is a psychic
who dreams prophecies. I feel like they’re connected to
the demon and that broken promise somehow.
So that’s Rinoa! I still have to answer what connects us,
but should we finish making all our characters so I can
decide who to ask?
FLORENCE That’s a good idea. Dean, do you want to
talk about The Doll and who they are?
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CREATING
THE HAUNT
Your second step into the Haunt will be to create the Rooms
that your ghosts spend time in. There are six Rooms for you
to choose from:
The Attic holds the forgotten and the discarded, waiting
for someone to discover them and make them new again
(Page 116.)
The Study holds stories and truth, waiting for someone
to find their wisdom again (Page 120.)
The Garden holds wildness and rot, waiting for someone
to grow something beautiful again (Page 124.)
The Parlor holds glamor and beauty, waiting for some-
one to laugh and entertain again (Page 128.)
The Basement holds mystery and horror, waiting for
someone to scream again (Page 132.)
The Lost Room holds puzzles and secrets, waiting for
someone to lose themselves again (Page 136.)
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THE FLOW
OF PLAY
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PLAYING
OUT A
SCENE
When you have a general idea for who is in the scene, where
it’s taking place, and what the scene could be about, you’re
ready to play out a scene. The player who picked the Room
Playbook will help guide a scene that takes place in that
Room. This means that they:
» Use evocative description to set up and sustain the scene.
» Ask questions like, “What do we see of your character?” Or
“Why are you hanging out alone in the Lost Room before
anyone else shows up?”
» Roleplay supporting characters, or ask others to roleplay
them,
» Introduce truths and events through questions or statements
like, “Some of the Living have wandered into the Garden, do
you hide from them or will you do something else?”
» Use a Room Move, when it feels right.
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Evocative Descriptions
In general it helps if a scene is supported by emerging
details that evoke and inspire. Who are the people in the
faded photographs, and why do they move from one frame
to another? Who are the Living who peer through the win-
dows and see past the ghosts? What does the warm sunlight
feel like on ghostly skin? What is a supporting character
hoping for at this moment, and how do they show it?
Evocative descriptions can be short, and you can say
very little to draw in the other players and make the scene
and Room feel real. You can refer to the aesthetics of your
Room if you need help or inspiration.
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Ask Questions
As the guide, asking questions is a great way to remind
everyone that this story and game is a shared experi-
ence. It also helps players spotlight certain aspects of their
main character.
Questions can be vague and open-ended (“What does
your character usually do in the Study?”), or they can be
specific and tied to the moment (“The broken mirror that
shows us what we looked like when we were alive is shining
in the dark, and it catches your eye. What do you see in the
mirror and why is it not what you expect?”)
The kind of questions that come to you easily and that
your players are comfortable answering may take some
practice. It’s important to go with your intuition! Be ready
to affirm the answer you receive, and then take it as inspi-
ration to have the scene respond in kind. The answers you
receive should push the story in a direction that everyone
is happy about.
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Supporting Characters
While Our Haunt will tell a story that flows around the
main characters, supporting characters help make the
Haunt feel vibrant and real. Many supporting characters
will be the bonds players choose when they create their
main characters. Many more supporting characters will be
spontaneously created.
Supporting characters are also a good way to provide a
narrative mirror, a reflection that helps define the main
characters. How does the Loved interact with the Living
writer that doesn’t know they’re dead? How is it different
from how the Loved interacts with the spirit who resides
among decaying flowers?
As the guide, you can decide if you want to roleplay all
of the supporting characters, most of them, some of them,
or none of them. Other players are encouraged to volun-
teer and play a supporting character during a scene. In
general, avoid having a single player narrate both sides of
a conversation.
When you roleplay a supporting character, you can nar-
rate in first person or third. Bring them to life through
their appearance, mannerisms, actions, and words. This
can sound like, “The silent angel in the attic looks forlorn-
ly out the window, placing a glowing hand on the glass.
When they do, their flesh turns even more translucent,
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soul stretch and catch the fading light in the room. You
can barely make their eyes, and the softest smile on their
face. ‘Maybe we should dance! You can teach me!’ What do
you do?”
In this example the guide introduced a supporting char-
acter, a sense of history between them and the main char-
acter, and an invitation for what happens next. You’re still
being bold, and the story is moving forward in interesting
ways. The stakes are lower, and a moment of connection
and comfort is created.
Room Moves
When it feels like the right moment, you can use a Room
Move. While your main character will also have their
Moves (Page 54) Room Moves work a little differently.
Room Moves are questions you can ask as the guide, to help
shape the scene. Room Moves support the theme of each
Room in the Haunt.
Room Moves all begin with “Ask someone.” Direct a
move towards a specific main character, and ask them to
make the Move. As you develop your style as a guide you’ll
discover how you can best use Room Moves, but here are
two ways that can help you get started: Directing a Room
Move through plain speech, and framing a Room Move as
a prompt.
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46
and not accept the Token. If a player does this, it’s best to
be clear and say you’re not accepting the Move. This can
sound like, “I look down at the locket and look up at Mx.
Bones. I let go of the locket and it vanishes, and I inch away.
I deny the secret and quickly change the subject, talking to
Mx. Bones about the weather, as if that sort of thing mat-
ters to folks like us. I won’t accept the Move.”
Sometimes, a player may decide to accept or ask for
a Room Move as a supporting character. Usually only
main characters can earn tokens, but Room Moves are
an exception.
When a supporting character earns a token from a
Room Move, the player gives that token to the player the
Room belongs to.
For example, the loyal and silly ghost dog who is bonded
to The Cat is in The Attic. When they sing loudly enough
for the Living to hear us, the ghost dog earns a token. The
player roleplaying the dog takes the token, but hands it to
The Returned, because The Attic belongs to them.
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PLAYING
YOUR MAIN
CHARACTER
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Your Lure
Your main character has a unique Lure. This is an invi-
tation for other main characters to interact with you and
highlight the main themes of your Playbook.
Each Lure has two options. The first is something some-
one can ask of you, and the second is something someone
can tell you.
For example, The Doll’s Lure is, “When someone asks
me to sing a song OR tells me a white lie, they gain a token.”
When another main character does either of these things,
it allows The Doll to act childlike or to be treated like a
child. The Doll’s themes are childhood and body dysphoria.
How The Doll responds will give them a chance to touch on
these themes.
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Your Choices
When you first make choices for your Playbook, you may
not know how all these evocative bits fit together. At the
start of every game, it’s a good idea to go over your Playbook
and pay special attention to the choices you made.
Maybe you can bring in what you remember in
this session, or focus on one of your bonds. Maybe you
want to tweak one of the aspects of your look, or change
your pronouns.
The choices you make offer a general inspiration for
who your character once was, how death has affected them,
and where their hope may guide them. Refer to them once
in a while in play.
Playbook Tips
Each Playbook comes with its own unique Tips, three in
total. If you’re at a loss for what to do, the Tips will help you
from moment to moment.
The first Tip tells you what to seek out or gives gener-
al guidance on how to apply most of your Moves. The
Betrayed is violent but seeks justice, The Returned protects
what is beautiful.
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Your Moves
Your Playbook Moves serve as the clearest guideline for
your main character’s actions. They are a defined space that
invites your interpretation and creativity.
To make a Move, choose one from your Playbook and
follow the prompt. How you choose to interpret the prompt
and how it guides the actions of your main character is
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Vulnerable Moves
When you make a Vulnerable Move, you gain a token.
These Moves help create significant moments of tension,
suspense, and intimacy, or cause problems that make the
shared story more exciting.
Every Playbook has two unique Vulnerable Moves that
show a weakness, introduce a complication, or encourage
intimacy and vulnerability.
For example, The Doll can lose control of their body,
while The Betrayed can experience an incoherent flashback
of pain. Both of these Moves introduce specific themes
that are unique to each Playbook.
Every Playbook has three similar Vulnerable Moves:
1.) Use your ghostly abilities to great consequence.
A character can use their ghostly abilities at any time,
but if you choose to do so as part of a Vulnerable Move,
you earn a token. When you do, describe which ghost-
ly ability you use. Maybe things go well at first, before an
unintended consequence happens! Or maybe it all goes
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poorly from the start. Have fun with it! A complication from
ghostly shenanigans is a fun way for the story to take an
exciting turn.
It’s important to remember that even when you use
your ghostly ability to great consequence, you still use the
ghostly ability as you originally intended. A consequence
doesn’t undermine that intention.
For example, The Loved has the ghostly ability, heal
the brokenhearted and soul-shattered. When a player uses
this ghostly ability to great consequence, the consequence
cannot be that The Loved cannot heal the brokenheart-
ed and soul-shattered, or that the ghostly ability doesn’t
work. Whatever consequences arise, they do so after the
healing happens.
In the same example, the consequence could be that
when The Loved heals someone else, maybe their own
memories shift and a sad memory surfaces. Or they heal
someone, but a scary ghost is drawn to the healing energies
and The Loved is now in their clutches! You can also use a
ghostly ability as a Strong Move (Page 60.)
2.) Reach out and…
Because we are a found family, we build trust and con-
nection through reaching out to each other. Each Playbook
has their own unique way of reaching out, and it harmo-
nizes with the rest of the themes of the Playbook. For ex-
ample, The Returned can Reach out and offer forgiveness,
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57
while The Betrayed can Reach out and hold another’s pain
as your own.
3.) Ask: Can you tell me about one of your
memories?
Memories are an important aspect of the afterlife in the
Haunt. When you ask another main character to tell you of
their memories, they refer to their Playbook under What I
Remember (Creating Characters, Page 24.)
They can also choose to talk about one of the unlocked
memories they have, if any. These unlocked memories are
the fragments they have of when they were Alive, or one of
the newer ones they created here in the Haunt (Regaining
and Creating Memories, Page 142.)
You can ask this question of supporting characters.
Whoever is playing the supporting character will decide in
the moment what kind of memory to describe.
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Neutral Moves
You can make a Neutral Move at any time, and do not
spend or earn tokens from them. Each Playbook has three
Neutral Moves.
Your Neutral Moves are what comes easily to your char-
acter, what feels natural or right for them to do. The Cat’s
neutral moves are very cat-like, The Betrayed has an easier
time being a little more scary than the other ghosts.
Neutral Moves are always a fine set of Moves to acti-
vate and build your roleplay and actions around. But if
you’re constantly using them and have a hard time using
a Vulnerable Move or Strong Move, ask other players for
suggestions or pick up a new Playbook that works better
with the kind of story you want to tell.
Strong Moves
To make a Strong Move, you must spend two tokens. You
earn these tokens through Vulnerable Moves, activating
another main character’s Lure, or accepting a Room Move.
Strong Moves are significant moments in the story
when your main character has a chance to shine, step into
the spotlight, and transform the situation. A Strong Move
can and should change the fiction in significant ways, creat-
ing a new bold path for the story you’re telling at the table.
Every Playbook has a Strong Move that allows you to
use a ghostly ability. The Doll can use their ghostly abilities
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OUR
MEMORIES
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AN
EXAMPLE
OF PLAY
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a hand. The music swells all around us, and it’s almost
like everything else fades out of view. It’s just the three
of us, shining here in the Attic.
Dean, as the Attic I’m asking the silent angel, will you
dance, sing, make enough noise for the Living to hear
us? I nod towards the gramophone and smile at you.
DEAN (THE SILENT ANGEL) I take your hand,
and the blindfold falls away as I stand up. I’m much tall-
er than you, and as we dance we float upwards, near the
roof. I open my eyes and light pours out, and I fill the
room with the warmest sunlight. Silently, I’m telling
you that what you remember is heaven, that heaven is
wherever we make it.
As we dance we move around the Attic and bump into
the paintings, the furniture, and I knock over an en-
tire shelf! It’s a lot of noise, definitely enough for the
Living to hear us. I’ll grab a token, but since I’m play-
ing a supporting character and this is the Attic, I’ll give
the token to you Rika.
RIKA (RINOA) I love that! The
music grows louder and louder, and sure enough we
hear footsteps as one of the Living comes up the stairs.
“Hello? Is anyone there? I can hear music!” You rec-
ognize his voice, it’s one of the fathers who live down-
stairs, it’s Arjun. So his husband, Raf, might be com-
ing up soon too. What do either of you do?
FLORENCE (FABLE) Oooh this is a
chance for me to use a ghostly ability, I have take on
the form of any being you see. I’m going to say that
in one of the old photographs there’s a lovely old lady,
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FLOW OF
PLAY
How To Play
PLAYBOOKS
90
THE BETRAYED
LURE
CHOOSE A NAME
Playbooks
92
» To find who did this and make » To make the Living pay dearly
them suffer » To replace a family I can’t
» To make sure no one else is remember
betrayed like me ever again » To empower those who have
» To find peace in the Haunt been betrayed like me
» To burn up and destroy myself
BONDS (CHOOSE 2)
» How can you help me seek revenge? Why don’t I involve you?
» Why aren’t you afraid of me?
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MOVES
Ghostly Abilities
» Fling objects at a target » Pour your pain and fear into
» Twist yourself into horrifying, another being
menacing shapes » Become what someone fears
and use it maliciously
Playbooks
94
THE CAT
» Seek out other animals and learn what you can from them.
» Find out if you were ever human, or leave that mystery behind.
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Be vulnerable, and share that vulnerability with others.
95
LURE
CHOOSE A NAME
Playbooks
96
BONDS (CHOOSE 2)
» A loyal and silly ghost dog » The nice old man who can’t
» A young Living cat who sees leave the photograph on the wall
me as their mentor » The cat made of bones that
» A Living child who doesn’t everyone can hear but only I
know I’m a ghost can see
» A group of ghost cats who
depend on me
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MOVES
Ghostly Abilities
» Telepathically reach out to » Turn into dusky smoke
other cats and disappear
» Sense predators and prey in » Become a shadow and stalk
the area your prey
Playbooks
98
THE DOLL
LURE
CHOOSE A NAME
Playbooks
100
BONDS (CHOOSE 2)
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MOVES
Ghostly Abilities
» Possess and control any doll in » Sing a song that creates fear,
the area calm, or anger
» Assume the form of a » Convince a being to care
small child for you
Playbooks
102
THE LOVED
The last thing you remember is love. Pure, raw, pained, perfect
love. Filling your heart to bursting, breaking it mercilessly.
Out of all the ghosts, you look and sound the most human.
You almost pass for the Living, if not for the shadow of
sadness in your eyes, the lingering cold in your touch.
But is someone out there looking for you? Will you make
your way back to them and say goodbye? Or find love in the
arms of another? Will you teach the Haunt what it means to
love, or you build walls around what’s left of their hearts?
LURE
CHOOSE A NAME
Playbooks
104
BONDS (CHOOSE 2)
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MOVES
Ghostly Abilities
» Make yourself irresistible » Heal the brokenhearted and
» Draw the dark and twisted to soul-shattered
your beauty » Be what another character
needs most in this moment
Playbooks
106
THE FACELESS
» Seek out those who don’t understand themselves, and show them truth.
» Find out if you were ever truly alive, or leave that mystery behind.
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Be vulnerable, and share that vulnerability with others.
107
There’s barely anything left of you. You are the softest shadow,
the trick of the light, movement in the corner of someone’s
eye. But you feel deeply. You are connected to everyone’s silent
thoughts, desires, fears, and give them voice and substance.
Will you discover and reclaim your true face? Can you help the
ghosts of the Haunt connect to what they truly desire? Or will you
distance and protect yourself, demanding a price from them?
LURE
CHOOSE A NAME
Playbooks
108
BONDS (CHOOSE 2)
OUR HAUNT
109
MOVES
Ghostly Abilities
» Touch a being and see into » Speak from the grave and
their heart channel a spirit
» Take on the form of any being » Listen to the truth of an object
you see or room
Playbooks
110
THE RETURNED
» Seek out all beings of light and beauty, and protect them from harm.
» Find a way back into heaven, or leave that mystery behind.
OUR»HAUNT
Be vulnerable, and share that vulnerability with others.
111
LURE
CHOOSE A NAME
Playbooks
112
BONDS (CHOOSE 2)
OUR HAUNT
113
MOVES
Ghostly Abilities
» Fill a room with » Place a powerful prayer
otherworldly light of protection
» Beseech the angels and » Connect a vulnerable being to
surrender to them their inner light
Playbooks
ROOMS
116
THE ATTIC
OUR HAUNT
Memories painted in fading light, what is left to 117
gather dust and time remains here in the Attic.
From the window the sky reaches out to forever. Sometimes someone
from the path can see one of us peering past the curtains. It is here
where time moves the slowest, where memories feel the most precious.
Rooms
118
OUR HAUNT
119
MOVES
Rooms
120
THE STUDY
OUR HAUNT
Memories trapped between words on faded pages, what is 121
left in dark cloaked secret remains here in the Study.
Between the books, shadows whisper and eyes peer
through. A mysterious book lies open, waiting for
someone to read it. It is here where time is collected and
marked, where memories bleed letters and ink.
Rooms
122
OUR HAUNT
123
MOVES
Rooms
124
THE GARDEN
OUR HAUNT
Memories lost in crackling leaves and dead vines, what is 125
left to breathe in the soil remains here in the Garden.
Where once there was cultivation and control, there is now
only the quiet chaos of a garden left wild and untamed. It is
here where memory and time are measured in blooms and in
greenery, where what remains of life is simple and pure.
Rooms
126
OUR HAUNT
127
MOVES
Rooms
128
THE PARLOR
OUR HAUNT
Memories covered in faded glamour and wrapped up in cracked 129
laughter, what is left to barely shine remains here in the Parlor.
Here there was once beauty, painted and measured, glorious
and displayed for all to see. It is here where time is most
deceitful, hanging precariously on desire unspoken.
Rooms
130
OUR HAUNT
131
MOVES
Rooms
132
THE BASEMENT
OUR HAUNT
Memories whispered from under the floorboards and scratching 133in
the walls, what is left to fester and rot remains here in the Basement.
In the comfort of the dark we reach out and hold each other close,
where the echoes of horror leave their mark and demand to be seen. It
is here where time is sharp, memory dripping from it drop by drop.
Rooms
134
» A whispering ghost with long tangled hair counts each strand, each
breath, each word
» Quivering and growing mounds of ectoplasm attract strange things
» Living criminals use the basement as one of their meeting places,
inviting tension and violence
» Portals to another time and place blink open and close
» An old spirit, chained and full of rage, struggles against their
weakening bonds
» A cat with three eyes and too many teeth pits us against each other
» An unseen entity scratches at our spirit, taking what little memories
we have and twisting them
» Something else that truly scares us
OUR HAUNT
135
MOVES
Rooms
136
THE LOST ROOM
OUR HAUNT
Memories deemed precious are hidden away in puzzle 137
boxes and secret compartments, what is left to stay
hidden forever remains here in the Lost Room.
Sometimes, through intention or accident, a Haunt loses
one of its Rooms. It forever belongs to those who haunt the
house, never to be reached by the Living again. It is here
where time is frozen, cracked and heavy with memory.
Rooms
138
OUR HAUNT
139
MOVES
Rooms
MEMORIES
142
Regaining a Memory
At the end of every session, each player declares how many
of their tokens they’ll spend towards regaining a memo-
ry. As you do, describe a moment of closeness with at least
one other main character. Spend the tokens and mark the
track that many times.
When there are fifteen marks, clear the track and choose
who regains a memory. That character chooses one memo-
ry to regain, and marks it. They describe the memory in as
much detail as they like, now or later.
1 2 3 4 5
6 7 8 9 10
11 12 13 14 15
OLD MEMORIES
» A car chase, the sound of an ambulance siren, “Don’t leave
me like this.”
» A medical procedure, a contract unsigned, “This is not what
they would have wanted.”
OUR HAUNT
143
Memories
144
OUR HAUNT
145
NEW MEMORIES
» We met a shadow that had their own voice. They asked for a
name as a gift. What name did we give them?
» An old pile of bones came to life, and started singing! We sang
along! What was the song about?
» A cracked mirror holding a cracked ghost asked for our help.
How did we help them?
» One of the Living saw us today. Who are they? How did we
become friends?
» An elderly cat asked us to spend time with them before Death
came. How did we pass the time?
» We spent days making this place more of a home for all of us.
How is it more beautiful?
» We played in the kitchen, pretending to eat and clean up af-
terwards. What did we celebrate?
» We created a new clock together, a better way of telling time as
we experience it. How does it tell time?
» We put on a fashion show today! How did we convince every-
one in the Haunt to join in?
» The voice under the floorboards whispered to us about hidden
treasure. Where did we find it?
» An old unplugged television flickered and came to life, show-
ing us the world outside the Haunt. What surprised us the
most?
» We found a whole chest full of old fairytales. We made up our
own! What new fairytales did we read to each other?
» A spirit possum with a dozen legs challenged us to a race!
Which one of us cheated? Who won instead?
Memories
146
OUR HAUNT
147
Memories
148
SPECIAL
THANKS
OUR HAUNT
149
Special Thanks
150
OUR HAUNT
151
Special Thanks
MORE
FROM
POSSUM
CREEK
Wanderhome is a pastoral fantasy TTRPG about travel-
ing animal-folk journeying through a beautiful world. As
the Hæth changes with the seasons, so do your characters,
growing over time as they seek their home. By Jay Dragon.
Wickedness is a narrative TTRPG for three players and a
tarot deck, about a coven of witches struggling to keep bal-
ance between the worlds — and each other. By M Veselak.
Venture & Dungeon are two TTRPGs of Belonging
Outside Belonging and introspective heroic fantasy, deal-
ing with magic, monsters, and high school. By Riley Rethal
and Jay Dragon.