NOTE: WRITING IN PROGRESS
This act is currently in active development, and readers should expect ongoing revisions to this content—as well as updates to the adventure as a whole. I've mentioned in brief posts elsewhere that revisions are ongoing, especially as I find new ways to strengthen ties between previous acts and elements of the final confrontation. Once Act 3 is fully written, I’ll compile all related material into a single, comprehensive post with another full round of edits to serve as the most polished and finalized version. A Markdown version will also be made available at that time.
I’ve chosen to share progress as I go, rather than wait for the complete version. This act is shaping up to be just as long as Act 1—if not longer—and I prefer offering readers insight into the process in real time. The full confrontation involves a complete map with over two dozen locations spanning all three floors of the mansion. Many rooms may only require brief blurbs and possibly a small random roll table. Others—like the entertainment wing or the upstairs living quarters—might be summarized together. But certain sections, especially where key puzzles or high-risk encounters take place, are expected to require more extensive treatment.
This particular post covers only the initial entry into the mansion proper and includes just three locations—one of which expanded substantially due to its importance as the first real puzzle of the area. That alone warranted its own full post exploring various approaches and challenges.
As always, I hope you enjoy this behind-the-scenes look into the creative process and continue to follow along as the final act takes shape.
Act 3, Confrontation
Introduction
This is the culminating event of the adventure: the investigators’ final attempt to stop Pullman’s plan and halt the ritual channeling of Nyarlathotep’s consciousness into a physical avatar on this plane of existence. Ideally, they arrive in time to rescue Bethany Roberts as well—her sacrifice at the nexus of the ritual energies appears to be one of the final steps in the process.
The choices made and discoveries missed throughout the investigation will now shape the landscape of this confrontation. Many of the dangers, advantages, and traits of their opponents will reflect the investigators’ past actions, hazards they've survived, and decisions they've made along the way.
While Act 1 was longer due to the number of locations that needed to be explored, the confrontation in Act 3 may prove just as extensive—despite being set in a single location—due to the complexity and variation within Pullman’s mansion. This is the only area accompanied by a detailed map, breaking the estate down into its many interconnected components.
Several elements from earlier in the adventure will now influence the shape of this act. Most notably, prior successes primarily affect the strength of the avatar if the ritual is completed—either fully or partially. They also impact the number of guards and security personnel stationed or patrolling the mansion. If too many threats remain unchecked, the final assault risks turning into a prolonged series of engagements that could render the climax less a daring finale and more a suicide mission.
Two "minibosses" are at large within the mansion: Samuel Miller, the chief of security, and the esteemed Rishi Agnivara Das—now a deranged, mutated puppet of unnatural forces. Opportunities to confront, evade, or bypass them will arise at various points throughout the mansion. Choosing to eliminate or neutralize them may reduce Pullman’s effectiveness in the final confrontation. Stat blocks and abilities for both are provided in the NPC appendix.
On the Mansion
Located on the southern outskirts of Prairie Avenue, Pullman’s mansion looms just over a mile from the edge of his model company town—a deliberate proximity that speaks volumes. Physically close, yet socially and ideologically distant, the estate has long symbolized Pullman's separation from the world he engineered. Once a pristine emblem of industrial opulence and Gilded Age respectability, the house has, in recent weeks, begun to decay—quietly, but visibly to those with the eye for it.
Rumors swirl of increasing disarray. Servants have been seen abandoning their posts; windows are left open to the night; lights flicker in rooms that should be empty. More troubling still are the visitors. No longer limited to Chicago’s elite or business class, Pullman's guest list has expanded into stranger territory: foreign mystics, bohemian radicals, disgraced academics, and figures no one can quite place. They arrive at odd hours and linger for days. To the outside world, it suggests decadence. To the observant, it reeks of something else.
The estate includes two above-ground floors, a large and complex basement level, and expansive grounds dominated by an overgrown hedge maze. The maze was once a symbol of cultivated leisure, but now serves a darker purpose. Some sections have collapsed in on themselves, while others twist in impossible ways. It is whispered that something unnatural patrols its center.
Inside, the mansion is a contradiction of grandeur and entropy. Elegant rooms are choked with new, unsettling acquisitions: sculptures that seem to watch from the corners, paintings that bleed symbolism, books whose pages whisper when left open too long. Spellwork in arcane geometries creeps along the crown molding and archways, often faint, sometimes freshly applied. The uninvited—if they were ever allowed inside—would see signs not of disorder, but of transformation. The house is becoming something else.
What was once indulgent hedonism among the elite has curdled into ritual depravity. Behind locked doors and drawn curtains, rites are conducted under the guise of art and excess. Bethany Roberts, still missing, is believed to have been taken here—perhaps already a part of whatever Pullman is preparing. The deeper one ventures into the mansion, the more it becomes apparent: this is not simply a place of power, but a locus of unraveling reality, where architecture bends to obsession and madness creeps like ivy through the walls.
Making an Entry, The Grounds and First Floor
Note: Numbering of locations is still ongoing and subject to change. Text version of mermaid flowchart will be in final draft markdown document.
1A. Front Gate and Garden Roundabout.
Best Case Scenario
The most obvious—and therefore most visibly dangerous—route of entry is through the front gate and garden roundabout. Upon arrival, the Keeper should call for an easy Spot Hidden check. On a success, one of the investigators will catch the glint of two rifle barrels protruding from different attic windows: snipers are stationed above, covering the open yard. The danger they’d be in rushing the front gate becomes immediately apparent.
Naturally, the investigators may propose any number of strategies in response to such a barrier. The most blunt approach—sprinting across the yard or sneaking from shadow to shadow—is possible, but perilous. The Keeper should call for:
Extreme or Hard Stealth or Dexterity checks
Penalty dice applied at the Keeper’s discretion, depending on exposure or recklessness
The trade entrance itself isn’t in view from the front, but the investigators can see an opening leading toward the side of the manor, where trees and hedges provide some degree of cover. They may choose to make a run for that direction, taking it on faith that there may be alternate doors or windows hidden from their current vantage.
If the players express interest in this route, or roleplay their decision process in a way that impresses the Keeper, they may instead be allowed:
Hard or Regular Stealth or Dexterity checks
Alternatively, Extreme checks with one or more bonus dice
Either way difficulty is determined at the Keeper’s discretion, based on creativity and plan strength
Another possibility lies at the rear of the estate. The Keeper may inform the players that the opposite side of the manor contains a fence that’s easy to climb and situated at too awkward an angle and distance for the snipers to cover. On the other side lies the opening of the acclaimed Pullman manor hedge maze—a much-loved curiosity among the mansions of Prairie Avenue.
No roll is required to enter the maze due to its tall, dense hedges offering ample cover
However, the hedge maze is visibly overgrown and in disarray
Some walls have collapsed under their own weight
Navigating it to reach the verandah entrance at the back of the mansion will be necessary
In composing this adventure, various possibilities were considered for how players might try to shift the odds in their favor—including the creation of distractions. For example, investigators might set a fire in the hedge maze or generate a noise that draws attention toward the grounds and away from the gate. If executed effectively, this is entirely viable. The Keeper should treat successful distractions as follows:
Sniper coverage is reduced to only one window
Players may attempt a frontal approach with Normal or Hard Stealth or Dexterity checks
One to three bonus dice may be granted, depending on the plan’s effectiveness and timing
Ultimately, while storming the front remains a high-risk endeavor, creative and coordinated tactics may tilt the odds. The Keeper is encouraged to reward clever or thematic approaches with adjusted difficulties or favorable rolls, while still preserving the tension and danger appropriate to the act’s climax.
The Pinkertons aren't Drawn Out
If the investigators failed to successfully rally the rail workers to attack the trainyard and foundry during the sabotage phase of Act 2, then Pullman's private security remains at full strength. As a result, there are 6 + 1d4 snipers stationed throughout the attic and roof of the mansion.
The implications for approach are severe:
Rushing the mansion from the front requires Extreme Stealth or Dexterity checks, with 1 to 3 penalty dice, as determined by the Keeper.
Attempting to reach the side entrance calls for Extreme checks as well, but may be made with 1 to 3 bonus dice, depending on the plan and the Keeper's discretion.
Using a distraction (such as a fire or noise diversion) reduces the sniper presence to a minimum of 3, and modifies the difficulties:
Side entrance attempts become Hard
Front entrance attempts remain Extreme, but without penalty dice
The hedge maze remains freely accessible as an approach. However, in this heightened state of alert, additional complications are introduced once inside. These are detailed in the following section.
1B. The Hedge Maze, Secret Center Entrance, and Verandah
These combined locations serve as the basic avenue of approach that appears to carry the least risk on a cursory assessment. The hedges clearly and obviously obstruct all view from overhead, and it’s a short sprint from the exit on the other side into the darkened verandah and conservatory connected to the mansion proper. Some cleverer investigators might rightfully assess that there is no such thing as a free lunch.
The Keeper may prompt the investigators to make a Know or Idea roll, or allow an investigator to do so if they ask about recalling any important information regarding the hedge maze or any dangers that might be lurking within. If they succeed, tell them the following:
Your mind lingers back to a conversation you had with Vince Blake about his associate Johnny Red-Eye. Didn't he say Pullman met with him in the center of maze that last night when he got the spooks? Pullman just appeared out of nowhere. And didn't he say he was seeing a freaky writhing shadow following him everywhere before he left town? Best to stay sharp and make a formation covering us from every angle.
If the players recall this, you may apply a bonus die to the party's Spot Hidden rolls while maintaining situational awareness in the maze.
What the players don't yet know is that hidden somewhere within the overgrown labyrinth waits 1–2 proto-shoggoths—alchemical and experimental creations fashioned by the mind of Rishi Agnivara Das at the insane prompting of Nyarlathotep.
If the players failed to draw out all of Pullman’s forces in Act 2, there are 2 proto-shoggoths
If they succeeded in thinning out the mansion's defenders, only 1 is present
NOTE: MODIFYING DIFFICULTY
The _Malleus Monstrorum Vol. I_ states that Proto-Shoggoths typically deal 3d6 bonus damage and only take 1 point of damage per hit while regenerating. Keepers may, at their discretion, adjust or omit certain elements of the standard stat block to give investigators a more reasonable chance of survival—especially if a full confrontation becomes unavoidable.
For example:
Reducing their damage output to 1d6 bonus damage can still pose a serious threat, while making it less likely an investigator is lost every round.
Allowing firearms to deal full damage rather than just 1 point per hit may give the players a fighting chance at driving the creature off or killing it.
Feel free to tailor these adjustments to match the tone and difficulty level your players are most comfortable with.
These creatures are a significant threat, capable of wiping out the entire party if handled recklessly. The very sight of them can drive one or more mentally strained party members mad with the requisite sanity checks.
The maze itself represents a substantial hurdle. Even in the best-case scenario—free of enemies—it still requires navigation, and players may not be allowed to see the map. While the maze is relatively large, an observant Keeper will notice that there are simple paths to each exit by hugging the outermost hedge wall wherever one enters.
The bottom exit is closed off; this was the public entrance used by residents and neighbors of Prairie Avenue, now bolted shut for weeks
Players enter from the rightmost side of the maze and must reach the leftmost paved exit, which leads to the verandah
The verandah is little more than an open-air dining area with:
A service door to the kitchen
A large set of decorative double doors leading to the lounge and game parlor
Tables left covered with plain white cloths and chairs stacked atop them, unused for some time
The main guests and "entertainments" that have been coming and going through the manor have kept to the interior, conducting their business away from prying eyes.
At the center of the maze lies a large, circular sand basin. Once ringed with flower beds and crisscrossed by stepping stones arranged in intricate walking patterns, the feature has since been altered. The stones have been removed, and the sand has been raked smooth—flat and inviting, like a blank canvas. A faint, unnatural glow lingers across its surface.
If any investigator steps into the basin while carrying the lighter marked with the sigil of Nyarlathotep, the object begins to glow in response. Should the investigators intuit that the sigil might be drawn into the sand, doing so will open a concealed passage leading to an occult cache hidden in the mansion’s basement—bypassing multiple layers of resistance and streamlining their route to Pullman.
The investigators must make this connection themselves. At the Keeper’s discretion, an Idea roll may be permitted. If successful, the Keeper may remind the group that the sigil on the lighter is enclosed in a circle—a subtle hint toward the purpose of the sand basin. This is the only hint that can be earned through Idea rolls.
Navigating the Maze
Going All In
This is one of the more unique challenges in the adventure, both for the players and the Keeper. A physical maze handout may be provided if the investigators acquire it, but this is not guaranteed. Without it, the players must navigate the maze in real time, exploring it as though they were truly lost within its twisting walls.
For this process, it is recommended that the Keeper prepare a separate sheet of parchment or tracing paper to sketch the maze’s revealed paths turn by turn. As the investigators advance, the Keeper updates the visible section and passes it to the players fog-of-war style, revealing only what lies ahead.
If the players choose this more immersive approach, use the following rules for managing the threat posed by the proto-shoggoth:
For every three corners the investigators turn, the Keeper flips a coin.
On heads, they have wandered into the proto-shoggoth’s sensing range.
The Keeper calls for a Spot Hidden check from all players.
If any succeed, they may be warned in time to turn back or retreat.
If all fail, the Keeper may describe subtle signs or go straight to an encounter.
Alternatively, the Keeper may require players to voluntarily declare Spot Hidden checks as they explore:
If the group turns more than five corners without calling for a Spot Hidden roll, the Keeper flips a coin.
On heads, the proto-shoggoth lets out a scream and becomes visible, charging the party.
This initiates either a chase or combat encounter, depending on the players’ decisions.
If any member of the group splits off from the others, the proto-shoggoth will concentrate its attention on the smallest subgroup or any lone character.
If 2 proto-shoggoths are present in the maze:
Instead of a coin flip, roll a d6 every three corners.
On a result of 3 or higher, one of the creatures is nearby.
The Keeper may then call for Spot Hidden rolls or trigger a direct encounter, as above.
Finding a Map
If the investigators did not obtain a map of the hedge maze earlier in the adventure, the Keeper may grant them access to one during exploration by having them stumble upon a bloodstained bowler hat—once belonging to Johnny Red-Eye.
They will recognize it by a somewhat effeminate butterfly brooch pinned to the side, which stirs a memory of Vince Blake mentioning the hat and the brooch, a keepsake from Johnny’s mother. Inside the hat, they find a small, sweat-stained scrap of paper torn from a pamphlet, bearing a rough layout of the hedge maze. At this point, the Keeper may provide the actual maze handout to the players as a reference.
To determine the timing of this discovery, the Keeper may choose to randomize the event during maze navigation using the same rolls made for proto-shoggoth encounters:
When checking for random events, roll 1d3 instead of flipping a coin:
1 – Nothing happens; the investigators continue forward.
2 – The investigators discover Johnny’s hat and receive the maze map.
3 – A proto-shoggoth is sensed nearby; the Keeper may call for Spot Hidden or initiate an encounter.
If two proto-shoggoths are present, roll 1d4 instead:
1 – Nothing happens.
2 – The investigators find the bowler hat.
3–4 – A proto-shoggoth is present.
Once the hat has been discovered, resume using coin flips (or a simplified roll mechanic) for future proto-shoggoth checks as normal.
Playing it Safe
As noted earlier, there are two extremely simple and reliable methods for crossing the maze: turn either left or right at the entrance, hug the outer wall, and always turn in the same direction. That is, if an investigator turns right, they continue turning right at each juncture; if they turn left, they continue turning left. This "wall-following" technique is a well-known solution for traditional labyrinths.
The players may already know this from general trivia, or even from paying attention in a half-decent history class where the myth of King Minos and the Labyrinth of Crete was covered. Given that, it shouldn’t be considered metagaming if they employ this tactic unprompted—it’s reasonable that someone educated from the Industrial Age might have stumbled across the idea. If you feel generous, you may offer:
A Knowledge or Idea roll to an investigator trying to recall facts about maze navigation.
The difficulty is left to Keeper discretion, but Normal is recommended.
A success means the character recalls the wall-following rule and can apply it.
However, the real question becomes _which direction_ they choose—left or right—and this choice carries consequences.
Turning Right:
The route includes five separate openings into deeper sections of the maze.
Treat each of these as junctures that risk exposure to the proto-shoggoth(s), using the same encounter mechanics described for full maze exploration.
Turning Left:
The route includes only three openings, representing a significantly safer path.
Investigators who take this route will **not encounter** the proto-shoggoth en route to the mansion—**unless** they already possess the map.
At the verandah exit, the players will instead find Johnny Red-Eye’s bloodstained bowler hat. Inside is:
The maze map, and
A clearly drawn red line showing a safe path from the hedge maze entrance to its center.
A large red circle drawn around the maze’s center, hinting at its importance.
This layout acts as a temptation. It invites the players to return to the center, even if they’ve bypassed danger. The red circle is not present on versions of the map obtained earlier in the adventure.
If the investigators already have the map before entering the maze and deliberately take the safer left-hand route, the Keeper may respond by triggering a Chase scene upon entry, as the proto-shoggoth gives immediate pursuit. This introduces a cost for using foreknowledge to entirely skip the maze’s danger without consequence, while still rewarding clever navigation with reduced risk.
The Monster at the Center
If the investigators reach the center of the maze—either by chance, through trial-and-error, or by discovering the annotated map—and successfully intuit that drawing the sigil from the lighter into the sand will open a secret passage, they must brace for an immediate and unavoidable confrontation with the proto-shoggoth.
Only one investigator can occupy the central sand basin at a time to complete the sigil. While within the circle, that investigator is untouchable by the creature, but the others must fend off, delay, or otherwise withstand the proto-shoggoth's assault during the 1d3 rounds it takes to inscribe the full figure into the sand.
Environmental features may aid their defense:
Four gas lanterns mounted around the edge of the pit can be shattered and weaponized, potentially setting the creature ablaze.
Decorative benches and statues line the perimeter, offering some degree of improvised cover or concealment.
If two proto-shoggoths are present in the maze, the first enters play immediately, while the second joins the encounter at the beginning of the second round.
Regardless of prior warnings or expectations, all investigators must still make Sanity checks upon witnessing the arrival of the first proto-shoggoth.
If the investigators are driven into the center of the maze by a pursuing proto-shoggoth during a chase scene, they are granted one round to either intuit the solution or attempt a hard Knowledge or Idea roll. Success allows one investigator to begin the 1d3-round process of inscribing the sigil in the sand, provided they rush into the center circle to do so. The others must hold the line and buy time while the figure is drawn.
1C. Side Garden and Tradesman Entrance
This garden and trade entrance is unremarkable, serving primarily as a fresh seasonal pantry maintained by the groundskeeper, who is currently off duty. The door is locked, but there is nothing supernatural or unusual about its security.
A player may attempt a standard Locksmith check to open it
On failure, they may push the roll for a second attempt
If that also fails, another investigator may attempt an easy Strength roll to force the door open
However, forcing the door creates enough noise to alert Samuel Miller, Pullman's head of security. If this happens, he will quickly move to ambush the investigators in the kitchen shortly after they enter.
Miller always opens a combat encounter by throwing a hand grenade. He carries two—reserving the second for use only if he believes he's about to lose the fight.
Conditional reinforcements depend on the outcome of Act 2:
If the Pinkertons were not drawn out, Miller refrains from using grenades. Instead, four Pinkerton agent NPCs are nearby and will engage alongside him
If the Pinkertons were drawn out but the players engage him in combat rather than eluding him through a chase, two additional Pinkerton agents will arrive from upstairs at the end of the first round of combat
Note: Refer to Miller’s NPC sheet for his improvised ability. When brought to the brink, he will almost always try to die taking his enemies with him using the remaining grenade.