The Weighing House
*Five players, one DM. A horror campaign of moral traps, small towns and long memories.*
The Sallow Fen
Millford is a town of eel-fishers, peat-cutters and chandlers built on a millrace that stopped turning three winters ago. The flood took the low fields and never gave them back. The fen around it is a maze of reed, mere and sinking causeway, and the fen-folk keep their accounts carefully: every family here owes something to somebody, and nobody forgets.
What Is Happening
Three people have vanished from Millford in a fortnight. Then four. Each disappearance leaves the same mark: a small clay lantern, unlit, set on the missing person's doorstep. The town constable calls it a fever. The town knows better and says nothing.
Someone is taking people from their beds and putting them into rooms with rules. Rooms where the only way out is a choice nobody should have to make. The one who builds these rooms signs the notes he leaves behind with a single word: weighed.
Your Part
You are strangers in Millford, or near enough. You will be asked to find the missing, and you will find them — some of them. What you learn in the fen will not stay in the fen. The man in the mask is not the end of this; he is a clerk, and clerks have masters.
Tone
Claustrophobic, patient, and grim. The horror is not gore but arithmetic: a locked room, a countdown, and a choice that costs someone something real. Combat is short and dangerous. Talking, searching and deciding are the heart of it.
Content note: imprisonment, coerced self-harm, and moral dilemmas. Agree on limits at session zero.