Each wagon crossing the bridge makes a bell ring underwater. The ferryman wants the bridge closed; a stranded bell diver asks for help.
Open adventureThe Glasshouse After Midnight
The royal glasshouse changes its paths after midnight. A night gardener is inside, and the morning inspectors want every door sealed.
Tonight’s task
The royal glasshouse changes its paths after midnight. A night gardener is inside, and the morning inspectors want every door sealed.
Inside the complete pack
- A GM book with six scenes, seven discoverable clues, four characters and two endings.
- Three route and approach maps in SVG and PNG, plus low-ink maps.
- Seven player cards with matching GM answers.
- A 120-minute time sheet, shorter routes and advice for 3, 4 or 5 players.
- PDF and self-contained HTML files for offline printing.
A first look
The door opens onto a path that was not there a moment ago. Fen holds a coat for a gardener who has not come out.
Timeline record
The beds move when the moon pool receives a direct beam.
Read the complete GM book (contains spoilers)
The Glasshouse After Midnight
GM book · 1.0.0 · 120-minute plan · 4 players
The royal glasshouse changes its paths after midnight. A night gardener is inside, and the morning inspectors want every door sealed.
Content notice: Moving enclosed spaces; offer the open porch route immediately for claustrophobia.
Before you start
- Read the truth, the two endings and the two final methods.
- Print the player map and seven cards. Keep the cards face down until discovered.
- Use your own rules or the no-dice mode below. Read the opening agreement.
- Review the immediate problem and the compression plan; choose a timekeeper.
What is really happening
The glasshouse follows moonlight through rotating beds. A cloud shutter stuck open makes its paths rotate continuously. Gardener Edda shelters in the central potting room. Closing the shutter restores stable paths; opening the outer service doors lets everyone leave but exposes delicate plants to cold.
How to play
Use your own rules or play without dice. State the goal, choose an approach, explain a reasonable cost and let the players decide. Plausible careful actions succeed; uncertain actions can succeed with delay, spent supplies or a favour owed. Evidence is always available through its described action. Each player creates an ordinary person with a useful skill, a reason to help, and an item. No character sheet, monster statistics or proprietary rulebook is needed.
Opening agreement · 10 minutes
Take 10 minutes to introduce characters, read the premise and discuss the content notice. Anyone may say “pause”, pass on a description, or ask to move an uncomfortable moment offstage. Agree on no combat and on treating consequences as delay or repair, not permanent harm. Give one player the route map and another the time sheet.
Time plan
Follow both investigations; take the break before the immediate problem.
- 0–10: Opening agreement · 10 minutes
- 10–20: Arrival · 10 minutes
- 20–35: Records and tools · 15 minutes
- 35–50: An independent trail · 15 minutes
- 50–55: Break · 5 minutes
- 55–75: The immediate problem · 20 minutes
- 75–95: The final choice · 20 minutes
- 95–110: Home and aftermath · 15 minutes
- 110–120: Closing and epilogues · 10 minutes
Total: 120 minutes.
When time is short
- Follow both investigations; take the break before the immediate problem.
- At 75 minutes, settle the immediate problem using a safe approach without another roll. At 95 minutes, finish the final method and begin the return.
- With 10 minutes left, first secure the immediate goal: Use the outer service passage and open the room’s service hatch. Mark the immediate goal safe only once the people or resource are secured. Then, if no final method was used: Open the outer doors and move the seedlings to the sheltered porch. Mark the fallback method and read the cost ending. Give each character an epilogue; do not bypass the safety step.
1. Arrival · 10 minutes
Place: Glasshouse porch
Read aloud
The door opens onto a path that was not there a moment ago. Fen holds a coat for a gardener who has not come out.
Run this scene
Moonlight drives the rotation, not random magic. Evacuate through the doors if the roof repair takes too long. Begin with the concrete request in the premise. Ask each character why they care and give them one ordinary useful item. Read both public observations without requiring a roll. Explain that the marked routes are safe to investigate, and offer a choice of the records or the visible trail. Let the group appoint a map reader; do not use hidden travel rolls to block the first lead.
Choices
- Visit Potting annex
- Follow the trail to Moon pool
If the group gets stuck
If conversation or a test fails, give the public card anyway. A clear sign points to Central room. A missing method can be found again at Roof shutter; no character skill is required.
People in this scene
Fen: Find Edda before the inspectors arrive Offers directions and ordinary transport for news of the outcome. Voice: Patient, concrete sentences; ask one practical question.
Evidence to give
Timeline record: The beds move when the moon pool receives a direct beam.
Give it: Inspect the visible labelled object. Give its full text automatically; a check affects time or extra colour only.
GM inference: Moonlight drives the rotation, not random magic.
Fallback instruction: Outer service doors open from either side and lead to the sheltered porch.
Give it: Inspect the visible labelled object. Give its full text automatically; a check affects time or extra colour only.
GM inference: Evacuate through the doors if the roof repair takes too long.
Continue: Records and tools or An independent trail
2. Records and tools · 15 minutes
Place: Potting annex
Read aloud
Ari waters pots lined with silver thread. The roots all lean toward the same white glow.
Run this scene
Blocking direct moonlight stabilizes the paths. Edda is sheltered centrally. Put the method card and destination note on the table. Ask what the two objects suggest, then answer direct practical questions from their wording. The maker can trade tools for help carrying or recording them, but refusal never removes these public documents. The trail remains another route. A check, if your rules use one, changes the time or tidiness of the work rather than whether this evidence exists.
Choices
- Proceed to Central room
- Compare evidence at Moon pool
If the group gets stuck
If conversation or a test fails, give the public card anyway. A clear sign points to Central room. A missing method can be found again at Roof shutter; no character skill is required.
People in this scene
Ari: Keep the rare seedlings warm Lends supplies if a character helps carry or catalogue them. Public instructions remain available. Voice: Quick, exact words; point at tools while speaking.
Evidence to give
Method diagram: Free the vine, then slide the cloud shutter across the moon beam.
Give it: Inspect the visible labelled object. Give its full text automatically; a check affects time or extra colour only.
GM inference: Blocking direct moonlight stabilizes the paths.
Destination note: Edda’s slate says CENTRAL POTTING ROOM: wait for the third breath.
Give it: Inspect the visible labelled object. Give its full text automatically; a check affects time or extra colour only.
GM inference: Edda is sheltered centrally.
Continue: An independent trail or The immediate problem
3. An independent trail · 15 minutes
Place: Moon pool
Read aloud
The moon pool reflects a beam from the roof. Sol’s chalk arrow now points at a wall of leaves.
Run this scene
A visible guide reaches Edda without a chart. A witness independently locates the gardener. Describe the physical trail before asking for a decision. The witness tells what they actually observed and admits what they did not see. If the group refuses conversation, the physical route supplies the destination. Let a character compare the timeline and another trace the map. For a divided group, take one short turn per side, then reunite at the meeting; do not add another travel encounter.
Choices
- Proceed to Central room
- Compare evidence at Potting annex
If the group gets stuck
If conversation or a test fails, give the public card anyway. A clear sign points to Central room. A missing method can be found again at Roof shutter; no character skill is required.
People in this scene
Sol: Chart a path that stays open long enough to cross Guides the party if they share a plan. If refused, points to the visible trail. Voice: Cautious, distinguish observation from assumption.
Evidence to give
Physical trail: Silver watering thread runs into the central potting room.
Give it: Inspect the visible labelled object. Give its full text automatically; a check affects time or extra colour only.
GM inference: A visible guide reaches Edda without a chart.
Witness statement: Sol heard Edda knocking from the central room, not the roof.
Give it: Ask any direct question, or read the witness’s signed statement if conversation is refused.
GM inference: A witness independently locates the gardener.
Continue: Records and tools or The immediate problem
4. The immediate problem · 20 minutes
Place: Central room
Read aloud
Edda knocks from the potting room. A rotating bed passes the door, then leaves it clear for three breaths.
Run this scene
The glasshouse follows moonlight through rotating beds. A cloud shutter stuck open makes its paths rotate continuously. Gardener Edda shelters in the central potting room. Closing the shutter restores stable paths; opening the outer service doors lets everyone leave but exposes delicate plants to cold. State the immediate stakes and offer both listed approaches. Before resolving action, ask who observes, who acts and who helps. Make any cost visible before a player accepts it. Avoid demanding a special ability or spell. When a plan fails, use the slower listed route and mark its time cost; people remain recoverable. Once the goal is safe, mark the immediate goal safe and continue. A refusal by the keeper cannot hide the marked safety instructions.
Choices
- Wait for the three-breath pause and cross together using the silver thread.
- Use the outer service passage and open the room’s service hatch.
If the group gets stuck
Use the outer service passage and open the room’s service hatch. Explain a five-minute delay before they accept it; mark the immediate goal safe when the people or resource are secured.
People in this scene
Edda: Free the shutter without abandoning the plants Explains both solutions when the party agrees to protect the immediate goal; the marked instructions are available regardless. Voice: Calm under pressure; admit the decision and its cost.
Evidence to give
Safety marks: Beds pause for three breaths beside the room; crossing on the pause is safe. The service doors never rotate.
Give it: Inspect the visible labelled object. Give its full text automatically; a check affects time or extra colour only.
GM inference: Time crossings or use the constant outer passage.
Encounter: Bring Edda out of the room without being separated by a rotating bed.
A delay leaves less time for the final repair or decision. Explain costs before resolving an action.
Approach A: Wait for the three-breath pause and cross together using the silver thread.
Approach B: Use the outer service passage and open the room’s service hatch.
4 players: Two pairs take observation and action tasks. Resolve them in two short alternating turns.
Mark the immediate goal safe after either safe approach; a setback costs time, not access to the next scene.
Continue: The final choice
5. The final choice · 20 minutes
Place: Roof shutter
Read aloud
The cloud shutter rattles on its rail. A vine has threaded through the catch like a needle through cloth.
Run this scene
Blocking direct moonlight stabilizes the paths. Time crossings or use the constant outer passage. Reveal the method and fallback together. Ask the group which tradeoff it accepts and give every character a small contribution. Mark the complete method for the first choice or the fallback method for the second. A risky improvisation should inherit one of these outcomes after its cost is explained, rather than create a third unprepared lock. Keep the immediate goal safe. Return by the known marked route; no new location needs to be invented.
Choices
- Free the vine and close the cloud shutter.
- Open the outer doors and move the seedlings to the sheltered porch.
If the group gets stuck
Open the outer doors and move the seedlings to the sheltered porch. Mark the fallback method, keep the immediate goal safe and read the cost ending. Do not repeat a failed test.
People in this scene
Ari: Keep the rare seedlings warm Lends supplies if a character helps carry or catalogue them. Public instructions remain available. Voice: Quick, exact words; point at tools while speaking.
Edda: Free the shutter without abandoning the plants Explains both solutions when the party agrees to protect the immediate goal; the marked instructions are available regardless. Voice: Calm under pressure; admit the decision and its cost.
Evidence to give
Method diagram: Free the vine, then slide the cloud shutter across the moon beam.
Give it: Inspect the visible labelled object. Give its full text automatically; a check affects time or extra colour only.
GM inference: Blocking direct moonlight stabilizes the paths.
Fallback instruction: Outer service doors open from either side and lead to the sheltered porch.
Give it: Inspect the visible labelled object. Give its full text automatically; a check affects time or extra colour only.
GM inference: Evacuate through the doors if the roof repair takes too long.
Encounter: Choose how to stop the glasshouse moving.
The complete method preserves the planned service; the fallback preserves the immediate goal at a visible cost.
Approach A: Free the vine and close the cloud shutter.
Approach B: Open the outer doors and move the seedlings to the sheltered porch.
4 players: Work in two pairs, one following the method and the other preparing a fallback or record.
Mark the complete method for the first approach or the fallback method for the second. Both allow return and an ending.
Continue: Home and aftermath
6. Home and aftermath · 15 minutes
Place: Glasshouse porch
Read aloud
Dawn softens the glass. The inspectors see a room full of people holding plants, and lower their sealing tools.
Run this scene
Choose a complete resolution or a resolution with a cost, then ask the group what happens next. Read the ending matching the selected outcome. Invite each character to add one ordinary detail to the aftermath, then ask the keeper for a concrete next action. Record who accepted the cost and which clues went unused. Spend the last few minutes on one enjoyable moment and one thing to change next time. Characters need not solve every optional inference to earn a resolved ending.
Choices
- Describe who follows up tomorrow
- Ask who helped whom and what it cost
If the group gets stuck
If no method was chosen, first confirm the immediate goal is safe, use the final fallback method and then read the cost ending. Record the unresolved work and give every character an epilogue.
People in this scene
Fen: Find Edda before the inspectors arrive Offers directions and ordinary transport for news of the outcome. Voice: Patient, concrete sentences; ask one practical question.
Edda: Free the shutter without abandoning the plants Explains both solutions when the party agrees to protect the immediate goal; the marked instructions are available regardless. Voice: Calm under pressure; admit the decision and its cost.
Evidence to give
No new evidence required.
Continue: Read an ending and close the session.
Endings
Complete resolution
The shutter clicks shut. Paths settle in their daytime positions, and Edda labels the vine for pruning instead of punishment.
First secure the immediate goal at Central room. Choose this ending only after final method A is used at Roof shutter.
Resolution with a cost
People and seedlings reach the porch. The open glasshouse cools, and several tender plants need a season of careful recovery.
First secure the immediate goal at Central room. Choose this ending only after final method B is used at Roof shutter.
- Free the vine and close the cloud shutter remains for a later visit.
Clue reasoning
Moonlight drives the rotation, not random magic.
Timeline record
Proceed to Central room
Destination note OR Physical trail OR Witness statement
Time crossings or use the constant outer passage.
Safety marks · the marked safety instructions supply a fallback.
Choose how to stop the glasshouse moving.
Method diagram OR Fallback instruction
Handout answers
h-order: Moonlight drives the rotation, not random magic.
h-fallback: Evacuate through the doors if the roof repair takes too long.
h-method: Blocking direct moonlight stabilizes the paths.
h-note: Edda is sheltered centrally.
h-trail: A visible guide reaches Edda without a chart.
h-witness: A witness independently locates the gardener.
h-safe: Time crossings or use the constant outer passage.
After the session
Record the ending, one memorable choice, and any unresolved work. Ask what was enjoyable and what needs to change. The time plan is a starting point; adapt it to your group.
Start at Glasshouse porch. Potting annex and Moon pool are independent investigation routes; both connect to Central room, which leads to Roof shutter. All marked connections are bidirectional. Return uses the known route to Glasshouse porch.
At Central room, the marked entrance reaches the immediate problem. Approach A: Wait for the three-breath pause and cross together using the silver thread. Approach B: Use the outer service passage and open the room’s service hatch. Both reach the onward route. Layout is schematic, with no combat grid or movement scale.
Original AI-assisted fiction. Use and adapt at your own table. Public redistribution and publication terms are to be set by the owner. This package includes no proprietary game rules.
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Open adventure