Read the quick overview first, to get an idea of the ghost story. Read (or re-read) the main inspirational media and a few of the secondary ones if you have them just to get a feel for the tone.
Then read about Fork. That’s where the adventure starts, and there can be a whole lot of adventure there completely unrelated to the House of Lisport. If you want them to spend a lot of time in the city, you can even have them hang out with both Meril and Eldred before Eldred disappears. There’s no need to rush them through the adventure.
Read about Lisport Manor. Look carefully at the description of Erisu. Erisu is the antagonist in this story, and you’ll need to understand what that demon wants and what it’s willing to do to get it.
Print out the supplementary material for hand-outs to your players. Don’t forget to check at the Gods & Monsters web site for all of the resources listed in the resources section. Don’t underestimate the power of player swag.
- Involving the Adventurers
- Someone must be friends with Meril Alegar III. Without a long-term relationship with Meril (or Eldred) the adventure doesn’t work.
- How to Use This Adventure: Why Fork?
- There’s a lot of information about the gambling town of Fork in this book. It provides useful background for why it’s important to help Meril. But it also provides a place for Erisu to go if it escapes. If Erisu can make it to Fork and hang out in casinos, it can gain 1-4 demonic power per evening, up to its maximum.
- Sources and Inspiration
- Edgar Allan Poe’s The Cask of Amontillado and The Fall of the House of Usher influenced this adventure, as has, of course, Emily Brontë’s Wuthering Heights. John Irvin’s movie Ghost Story and Leonard Wilson’s Dungeons & Dragons adventure The Ghost of Mistmoor (from Dungeon #35) are more modern influences.