Catalogue
ICOTALEOfficial

Funny spooky · d20 rulebook

Sighing Manor

  • 2–4 players
  • Difficulty 1 of 3
  • Not recommended under 10
  • Available in: Français, English, Español, Deutsch, Italiano

You are the monsters of the house: vampire, ghost, skeleton, werewolf. The manor is crumbling, the living are getting closer, and the family honour must be saved — by scaring them properly.

The rulebook at a glance

  • d20 + attribute
  • 4 attributes
  • The jitters gauge
Read the rules

Choose an adventure

  • One-shot

    Halloween Night

    1 session · humour, shivers, family · most played

    Cost: 1 Die for the whole table

    Create a table
  • One-shot

    The Inspector of Hauntings

    1 session · humour, improvisation, pride

    Cost: 1 Die for the whole table

    Create a table
  • One-shot

    Aunt Agatha’s Wedding

    1 session · humour, family, race against time

    Cost: 1 Die for the whole table

    Create a table

1 table finished it

No reviews yet

By the Icotale team

Report content

What the problem is, in a few words.

The world

The rulebook

Resolving actions

  1. Roll 1d20 and add the attribute modifier: 10 or more pulls off a small effect, 13 a good shiver, 16 an unforgettable terror.
  2. A natural 20 makes the chandeliers tremble all over the manor; a natural 1 pulls off…
  3. something ridiculous, and everyone sees it.

Initiative : 1d20 + Mischief modifier

Attributes

Fright FRI
Scaring people: howling, popping out, making the right door creak.
Mischief MIS
Tricking, setting traps, distracting the living.
Charm CHA
Convincing, charming, sweet-talking an inspector or a ghostly aunt.
Carcass CAR
Taking hits, carrying things, sticking yourself back together after a fall down the stairs.

Special rules

The jitters gauge
Every living person who enters the manor has a jitters gauge from 0 to 5, kept by the Storyteller. A good shiver raises it by 1, an unforgettable terror by 2. At 5, the living person flees and tells the whole village about the house: that’s glory. Nobody ever gets hurt: we scare, we don’t harm.
Already dead
Monsters don’t die any more: at 0 HP, you are "in pieces" (scattered, evaporated, dislocated) and you stick yourself back together at the next stroke of midnight, a little crooked. Sunlight, holy water and the caretaker’s vacuum cleaner count as dangers.
Family tradition
Once per session, calling on a manor tradition ("in our house, we howl on the third step") gives +3 to the roll that applies it — and the Storyteller writes it into the history of the house forever.

Character creation

Roll 4 dice with 6 faces per attribute, keep the 3 best · 2 rerolls allowed4d6kh3

Origins

Of the founders’ bloodline
Has haunted the manor since its first stone; +1 Fright.
Brought back from a trip
Mummy, creature or cursed trunk that arrived by post; +1 Mischief.
Married in
Married into the family, or a guest who never left; +1 Charm.

Vocations

Vampire
Elegant, touchy, allergic to garlic and to badly worded compliments.
Ghost
Goes through walls, not through conversations: hears everything.
Skeleton
Light, noisy, always loses something on the stairs.
Werewolf
Hairy on full-moon nights, helpful the rest of the month.

Derived values

Hit points
8 + Carcass modifier
Defense
10 + Mischief modifier
Initiative
1d20 + Mischief modifier

Starting equipment

  • A three-branched candlestick
  • A sheet that has seen better days
  • A key that no longer opens anything

Veils

Topics kept off screen: the Narrator never shows or describes them.

  • gore
  • cruelty to animals