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Chathus, the city at the wasteland's hollow heart
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<blockquote data-quote="Unwise" data-source="post: 6538158" data-attributes="member: 98008"><p>One technique I use for info dumping is having ghosts exhibit an environmental effect that recreates past scenes.</p><p></p><p>Example:</p><p></p><p>The PCs want to enter a building. A horrible wailing of despair comes up from inside it and the floorboards lift up and start nailing the enterences shut. A poltergeist of sorts is sealing the place up. If the players bash on any of the windows or doors, then they have bought into the ghosts delusion/reenactment. They notice that they have a shadowy overlay of Ragesian armor over the top of them. In a shadowy mirage, the city around them is burning and they more clearly hear the womens screams from inside this place.</p><p>They need to enter though, so they need to bash open the door while weathering assaults from a poltergeist throwing things at them and maybe an etherial bow shot or two. Once inside they have to deal with an old matron poltergiest trying to push them out and some poor ravished banshees. The longer the encounter goes, the more real it all looks. Maybe add in a save or two vs domination or actually become the Ragesian soldiers. The other party members will presumably stop them from doing bad stuff.</p><p></p><p>I suggest doing that sort of thing to let players actually play through some of the meaningful moments of the cities past. I often include the ghost of a sage who actively wants them to know what happened here, he cannot speak, but he leads them to places where these sort of flashbacks happen.</p></blockquote><p></p>
[QUOTE="Unwise, post: 6538158, member: 98008"] One technique I use for info dumping is having ghosts exhibit an environmental effect that recreates past scenes. Example: The PCs want to enter a building. A horrible wailing of despair comes up from inside it and the floorboards lift up and start nailing the enterences shut. A poltergeist of sorts is sealing the place up. If the players bash on any of the windows or doors, then they have bought into the ghosts delusion/reenactment. They notice that they have a shadowy overlay of Ragesian armor over the top of them. In a shadowy mirage, the city around them is burning and they more clearly hear the womens screams from inside this place. They need to enter though, so they need to bash open the door while weathering assaults from a poltergeist throwing things at them and maybe an etherial bow shot or two. Once inside they have to deal with an old matron poltergiest trying to push them out and some poor ravished banshees. The longer the encounter goes, the more real it all looks. Maybe add in a save or two vs domination or actually become the Ragesian soldiers. The other party members will presumably stop them from doing bad stuff. I suggest doing that sort of thing to let players actually play through some of the meaningful moments of the cities past. I often include the ghost of a sage who actively wants them to know what happened here, he cannot speak, but he leads them to places where these sort of flashbacks happen. [/QUOTE]
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Chathus, the city at the wasteland's hollow heart
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