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Help fill my haunted house with cool encounters.
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<blockquote data-quote="Agent Oracle" data-source="post: 2840771" data-attributes="member: 40076"><p>In review, the gallery is a bit too tough, scale the hero / questing beast down to a pair of Large animated objects. Drop it from 2 CR 5 to 2 CR 3. By that time it'll be a tough encounter, but they should be able to handle it by the time they are fairly deep in the house.</p><p></p><p>6. "Step Into My Parlor"</p><p></p><p>The parlor is actually a two-stage encounter. As the players explore the house they come to the parlor's large, ornate double-door fairly early on, only to find them stuck shut by a force which they cannot overcome (though they could bash the door down, they probably will just leave the stuck door until later if you hint at an open door just down the hallway). </p><p></p><p>When the players pass by the parlor's doors again they will find them ajar, as if someone had forgotten to close it as they ran through. The parlor inside is dark, apparently it has no outside windows. If they press on into the darkness of the parlor, they may find themselves at a disadvantage fighting against an Arana on his home turf. </p><p></p><p>The Arana in question is contributing to the haunting of the house on two counts: first, her "alternate form" is that of a halfling girl, which means she is small enough to impersonate a human child, which has helped her lure some travellers to their doom either by faking distress, or by leading them inside. Furthermore, she has been practicing her necromancy in the very spiritually active estate, which has only served to further aggrivate the allready restless undead.</p><p></p><p>The room is chock-full of Arana webbing, which is stretched across nearly every flat surface. Further complicating matters, the Arana is fully aware of the condition of the adventurers, and is prepared to play off of their fears with various illusions and necromancy spells, and she's laid a few clever spider-like traps in the space between the door and the corner of the parlor she considers her home.</p><p></p><p>Now, if the players start to defeat her (if she drops below half hit points) She will plea for her life. Arana are not evil by nature, as a matter of fact, her alignment should probably be chaotic neutral or even true neutral. If the players spare her, she could reveal that it is in fact the house which is holding her captive, and that a greater evil threatens from beneath (providing hints about the BBEG). She might even join the party (albeit as an ally under duress)</p></blockquote><p></p>
[QUOTE="Agent Oracle, post: 2840771, member: 40076"] In review, the gallery is a bit too tough, scale the hero / questing beast down to a pair of Large animated objects. Drop it from 2 CR 5 to 2 CR 3. By that time it'll be a tough encounter, but they should be able to handle it by the time they are fairly deep in the house. 6. "Step Into My Parlor" The parlor is actually a two-stage encounter. As the players explore the house they come to the parlor's large, ornate double-door fairly early on, only to find them stuck shut by a force which they cannot overcome (though they could bash the door down, they probably will just leave the stuck door until later if you hint at an open door just down the hallway). When the players pass by the parlor's doors again they will find them ajar, as if someone had forgotten to close it as they ran through. The parlor inside is dark, apparently it has no outside windows. If they press on into the darkness of the parlor, they may find themselves at a disadvantage fighting against an Arana on his home turf. The Arana in question is contributing to the haunting of the house on two counts: first, her "alternate form" is that of a halfling girl, which means she is small enough to impersonate a human child, which has helped her lure some travellers to their doom either by faking distress, or by leading them inside. Furthermore, she has been practicing her necromancy in the very spiritually active estate, which has only served to further aggrivate the allready restless undead. The room is chock-full of Arana webbing, which is stretched across nearly every flat surface. Further complicating matters, the Arana is fully aware of the condition of the adventurers, and is prepared to play off of their fears with various illusions and necromancy spells, and she's laid a few clever spider-like traps in the space between the door and the corner of the parlor she considers her home. Now, if the players start to defeat her (if she drops below half hit points) She will plea for her life. Arana are not evil by nature, as a matter of fact, her alignment should probably be chaotic neutral or even true neutral. If the players spare her, she could reveal that it is in fact the house which is holding her captive, and that a greater evil threatens from beneath (providing hints about the BBEG). She might even join the party (albeit as an ally under duress) [/QUOTE]
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