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Help fill my haunted house with cool encounters.
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<blockquote data-quote="Agent Oracle" data-source="post: 2839066" data-attributes="member: 40076"><p>Okay, let me try a few...</p><p></p><p>4. "Beware Hitchiking Ghosts"</p><p></p><p>Room Type: Child's play room. </p><p></p><p>Distinguishing feature: A large child's doll / toy soldier / teddy bear still rests in a child-sized rocking chair, despite missing half of it's head.</p><p></p><p>A phantasm becomes enamored with one of the party members. Resembling a child of the target's opposite gender, the spectre will follow that party member throughout the house, manifesting a visible (but not tangeable) form at moments when the party member is vulnerable or alone (If that player is leading the party, when he rounds a corner first, the ghost will be immediately be visible, then vanish as the next player would be able to se it... During spot checks he briefly sees her in a window, but if he calls anyone else's attention to her, she vanishes... When he sits up watch she visits him, etc. No other player character ever sees the child ghost.). The ghost is a traditional maniestation of longing, . but it is a very weak spirit, so it has no capabilities to actually impact the surrounding world. If the PC attempts to communicate with the child-spirit, he may discover that the child's spirit needs some kind of acknowledgement or fulfillment to move on to the next world, possibly all it needs is a hug. Putting the child's soul to rest nets a "roleplaying EXP" gain.</p><p></p><p>5. "He Put His Soul Into His Work": </p><p></p><p>Room Type: Gallery. </p><p></p><p>Distinguishing feature: Large, dust-free works of art, masterpieces by any standard. This is in sharp contrast to the poor maintanence of everything else.</p><p></p><p>The Artwork itself is hostile here. Acting as a kind of repository for the souls of the artists. If any players appraise the artwork, and they will, it's near perfect examples of their artform. Of particular note is the huge (19 feet tall) sculpture of a legendary hero and his battle with the dread Questing Beast (If asked what a questing beast is... reiterate that it is a beast which a man can spend his entire lifetime questing after). That is rendered in magnificent detail, you could almost swear they were frozen in time... Of course, attempting to take any of the works of art, especially the smaller, more manageable ones, results in the near immediate retaliation of the works involved, unless you make reparations. The first to react will be the figures in the paintings (treat as small animated objects made of cloth) Who will attack with whatever armaments they might posess reaching out through their canvas at the players. If the party attempts to run, the huge statue itself might react (two huge animated objects, Iron for purposes of damage reduction, The legendary hero fights with whatever weapon it carried (scaled up to "huge" size) and the questing beast posesses 2d6 natural attacks (claws, bites, tail slashes, wings, whatever you need it to have. The questing beast is a lot like a Grue. The less you know about it, the scarrier it is.) If the players escape the room, the artwork will make an honest effort to persue, but only as far as the hallway outside the gallery.</p></blockquote><p></p>
[QUOTE="Agent Oracle, post: 2839066, member: 40076"] Okay, let me try a few... 4. "Beware Hitchiking Ghosts" Room Type: Child's play room. Distinguishing feature: A large child's doll / toy soldier / teddy bear still rests in a child-sized rocking chair, despite missing half of it's head. A phantasm becomes enamored with one of the party members. Resembling a child of the target's opposite gender, the spectre will follow that party member throughout the house, manifesting a visible (but not tangeable) form at moments when the party member is vulnerable or alone (If that player is leading the party, when he rounds a corner first, the ghost will be immediately be visible, then vanish as the next player would be able to se it... During spot checks he briefly sees her in a window, but if he calls anyone else's attention to her, she vanishes... When he sits up watch she visits him, etc. No other player character ever sees the child ghost.). The ghost is a traditional maniestation of longing, . but it is a very weak spirit, so it has no capabilities to actually impact the surrounding world. If the PC attempts to communicate with the child-spirit, he may discover that the child's spirit needs some kind of acknowledgement or fulfillment to move on to the next world, possibly all it needs is a hug. Putting the child's soul to rest nets a "roleplaying EXP" gain. 5. "He Put His Soul Into His Work": Room Type: Gallery. Distinguishing feature: Large, dust-free works of art, masterpieces by any standard. This is in sharp contrast to the poor maintanence of everything else. The Artwork itself is hostile here. Acting as a kind of repository for the souls of the artists. If any players appraise the artwork, and they will, it's near perfect examples of their artform. Of particular note is the huge (19 feet tall) sculpture of a legendary hero and his battle with the dread Questing Beast (If asked what a questing beast is... reiterate that it is a beast which a man can spend his entire lifetime questing after). That is rendered in magnificent detail, you could almost swear they were frozen in time... Of course, attempting to take any of the works of art, especially the smaller, more manageable ones, results in the near immediate retaliation of the works involved, unless you make reparations. The first to react will be the figures in the paintings (treat as small animated objects made of cloth) Who will attack with whatever armaments they might posess reaching out through their canvas at the players. If the party attempts to run, the huge statue itself might react (two huge animated objects, Iron for purposes of damage reduction, The legendary hero fights with whatever weapon it carried (scaled up to "huge" size) and the questing beast posesses 2d6 natural attacks (claws, bites, tail slashes, wings, whatever you need it to have. The questing beast is a lot like a Grue. The less you know about it, the scarrier it is.) If the players escape the room, the artwork will make an honest effort to persue, but only as far as the hallway outside the gallery. [/QUOTE]
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