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<blockquote data-quote="d3k0y" data-source="post: 6171974" data-attributes="member: 6749496"><p>Bit of necromancy and all, but I just found this on StumbleUpon and wanted to add to it.</p><p></p><p>47) What House?</p><p>When the players are in a small-ish town, or city. More than just a farm village, but not exactly an urban sprawl there is a house. Perceptive players might notice that the house is slightly out of sorts looking. There are lights on inside, and the closer player get to it the stronger the smell of almost a huge feast being prepared. They can hear movement inside if it is quite out and they listen closely, but nobody can see anything through the windows, which are oddly foggy and at best they can only make out the vague shapes of furniture. Knocking on the door presents no answer, calling through the door only results in the player yelling receiving some off looks from the townsfolk. The door is locked fast and no amount of effort will open it or scry through it.</p><p></p><p>At this point someone may notice the architecture of this one house is similar to the houses near it, but not exactly the same and the whole place just seems slightly wrong. Nobody in town seems to notice the house in any way, nobody looks at it, nobody talks about it, if inquired about townsfolk have no idea what you are talking about, there is just an empty field there and always has been. If inquired further they will find that anytime someone tries to put something there, no matter how sturdy it may be, it always falls over taking much more damage than would be expected. Even simple rocks and boulders will be found on the side of the lot the next morning with massive cracks in it. Anyone that attempts to stay away to watch this event happen is never able to witness it happening, with a single blink the rock will be moved from the lot.</p><p></p><p>After the party first interacts with the house, the player that interacted with it the most will wake up the next morning with a very very old key at the very bottom of their least open pack, as if it had been there for ages with the contents on top of it completely undisturbed. If the player decides to go try the key on the house, the door unlocks easily and swings open with almost zero effort, surprising for how locked in place it was while locked.</p><p></p><p>From the outside the opening to the house looks like one would expect a house in this area to look, but with small things being incorrect on it. Candles seem to all be leaning heavily toward the very center of the house, with the flame being perfectly straight with the candlestick, despite the lean. Rocking chairs don't rock, flat chairs have heavy wobbles toward the center of the house. The smell of food seems fresh and wonderful at one moment, then sick and rotten with another breath. The air seems to come to a complete stop once it reaches the door no matter how windy it may be outside.</p><p></p><p>There are many rooms off the first hallway, so you can only see a few features without entering the house completely. The player with the key can enter unrestricted, but all the other players may notice a very small bit of pressure or effort needed to breach the doorway. If the party separates, the player with the key will seemingly disappear from everyone else once they lose sight of him/her like the house is trying to tear them away from the rest. No amount of looking around the house will turn up the keybearer to the party, or the party to the keybearer once separated.</p><p></p><p>The party finds the that most of the house looks to be centered around the keybearer. His vague likeness is found in all of the pictures, many of the linens are of the players favorite color, and their favorite activity seems to be catered to; bards have a music room, fighters have a small armory, clerics a shrine. Any writing in the house is in illegible jibberish to everyone except the keybearer, who can read what appear to be memories about them from a third-person PoV.</p><p></p><p>Whenever the party decides to leave, they always find the keybeared waiting outside before they get there.</p><p></p><p>The keybearer always exits and find the road completely empty. Nobody in town anywhere, anytime the keybearer opens a door to another house, he enters through the front door of the original house. If he leaves the house, and enters no doors and just comes back to the original house, the keybearer finds the party leaving the original house and suddenly the entire town kind of rushes back into existence for the keybearer and the party has no idea what happened.</p><p></p><p>The next day the key and the house is gone, and the person to had it finds a strange marking on a random part of them, and any time they are in the dark they feel as if they are being watched, followed by the smell of their favorite food being prepared or the occasional jingle of an old key.</p></blockquote><p></p>
[QUOTE="d3k0y, post: 6171974, member: 6749496"] Bit of necromancy and all, but I just found this on StumbleUpon and wanted to add to it. 47) What House? When the players are in a small-ish town, or city. More than just a farm village, but not exactly an urban sprawl there is a house. Perceptive players might notice that the house is slightly out of sorts looking. There are lights on inside, and the closer player get to it the stronger the smell of almost a huge feast being prepared. They can hear movement inside if it is quite out and they listen closely, but nobody can see anything through the windows, which are oddly foggy and at best they can only make out the vague shapes of furniture. Knocking on the door presents no answer, calling through the door only results in the player yelling receiving some off looks from the townsfolk. The door is locked fast and no amount of effort will open it or scry through it. At this point someone may notice the architecture of this one house is similar to the houses near it, but not exactly the same and the whole place just seems slightly wrong. Nobody in town seems to notice the house in any way, nobody looks at it, nobody talks about it, if inquired about townsfolk have no idea what you are talking about, there is just an empty field there and always has been. If inquired further they will find that anytime someone tries to put something there, no matter how sturdy it may be, it always falls over taking much more damage than would be expected. Even simple rocks and boulders will be found on the side of the lot the next morning with massive cracks in it. Anyone that attempts to stay away to watch this event happen is never able to witness it happening, with a single blink the rock will be moved from the lot. After the party first interacts with the house, the player that interacted with it the most will wake up the next morning with a very very old key at the very bottom of their least open pack, as if it had been there for ages with the contents on top of it completely undisturbed. If the player decides to go try the key on the house, the door unlocks easily and swings open with almost zero effort, surprising for how locked in place it was while locked. From the outside the opening to the house looks like one would expect a house in this area to look, but with small things being incorrect on it. Candles seem to all be leaning heavily toward the very center of the house, with the flame being perfectly straight with the candlestick, despite the lean. Rocking chairs don't rock, flat chairs have heavy wobbles toward the center of the house. The smell of food seems fresh and wonderful at one moment, then sick and rotten with another breath. The air seems to come to a complete stop once it reaches the door no matter how windy it may be outside. There are many rooms off the first hallway, so you can only see a few features without entering the house completely. The player with the key can enter unrestricted, but all the other players may notice a very small bit of pressure or effort needed to breach the doorway. If the party separates, the player with the key will seemingly disappear from everyone else once they lose sight of him/her like the house is trying to tear them away from the rest. No amount of looking around the house will turn up the keybearer to the party, or the party to the keybearer once separated. The party finds the that most of the house looks to be centered around the keybearer. His vague likeness is found in all of the pictures, many of the linens are of the players favorite color, and their favorite activity seems to be catered to; bards have a music room, fighters have a small armory, clerics a shrine. Any writing in the house is in illegible jibberish to everyone except the keybearer, who can read what appear to be memories about them from a third-person PoV. Whenever the party decides to leave, they always find the keybeared waiting outside before they get there. The keybearer always exits and find the road completely empty. Nobody in town anywhere, anytime the keybearer opens a door to another house, he enters through the front door of the original house. If he leaves the house, and enters no doors and just comes back to the original house, the keybearer finds the party leaving the original house and suddenly the entire town kind of rushes back into existence for the keybearer and the party has no idea what happened. The next day the key and the house is gone, and the person to had it finds a strange marking on a random part of them, and any time they are in the dark they feel as if they are being watched, followed by the smell of their favorite food being prepared or the occasional jingle of an old key. [/QUOTE]
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