Alcino
2007-12-19, 12:49 PM
I really liked the massive feedback for my atheists and naturalists, so here's something else I want to create the best way possible. I should pay you guys or something.
PLOT EXPOSITION ALERT
In the same city as mentioned earlier (in the same world too), there are three ghosts of people who have been defeated in a duel against the current evil council ruler, brother of the old one.
One of them, in particular, had his family die when his house mysteriously burnt down during the short-lived invasion of the city a few years ago. It was supposedly accidental. I had my players live through the failed invasion as the bad guys so that I could create a few plot hooks and show them the strategic importance of that city -- to the enemies' eyes, anyway.
A less hostile, duel-based subsequent takeover followed. In that almost-coup d'etat, the long-gone brother of the council ruler came back to the city, found an excuse to provoke him into a duel to the death and then used a legal loophole to join the council in his stead. It wasn't long before the usurper angered the widow, which led to another duel.
In the mean time, the widow's mansion was being rebuilt, but after his death, "accidents" started to happen, and the workers pretty much thought the place was cursed and refused to continue. Two years later, with the help of ghost-hunting adventurers, the pinnacle of the city's buildings was finally completed.
Problem is, the ghost is still there, haunting the new mansion. One of the ghost-hunting adventurers was offered to stay in the city to keep it and the other ghosts in check, but the mansion never sold, and it's been over six months since completion. The builders' guild's reputation is suffering because of that costly but ultimately worthless project, and the price has been slashed and ghost insurance offered for free. They really want the house to sell, and its owner to host receptions and all. They've poured their expertise into it and want to show it to the world.
Enter the PCs, who are going to spend a few days at least in the city with a couple followers. The sorcerer PC, not relying too much on equipment, is starting to be reputed for his reckless spending -- on fine wine, hotel suites, expensive clothing and all. Arriving at the city after nightfall, the group settled for an average motel near the gates, but the sorcerer took his apprentice and went to the rich district, asking for a suite in the best hotel in the city.
The sorcerer's player is a spotlight hog but a great DM asset. He keeps buying into the plot hooks and generally reacts predictably. The other players, particularly the NG "official" figurehead of the group, have learned how to keep him in check although his motivations are not always in the same direction.
Anyway, I <b>fully</b> expect the sorcerer to buy a house. And if the player learns the burnt-down mansion has been rebuilt and is affordable and will allow him to get recognition and organize receptions, I'm sure he'll buy it in a heartbeat. The fire is even indirectly tied to his character's backstory, and he knows it. So as is the case whenever a player gets interested in something, I make sure that thing's interesting.
END MASSIVE PLOT EXPOSITION
...
Darn, I can really get long-winded.
Getting to the point: one of my players will be buying a mansion that he really wants as it ties into the backstory of NPCs he cares about.
But the mansion is haunted by the ghost of its former owner, whose family was killed in its fire.
It's relatively small (for a mansion, anyway) but features most of the rooms you'd expect.
So here I have a ghost that wants to be left alone. Generic ghost hunters have been unable to determine what makes him tick, but the sorcerer just might, with his backstory ties and all.
Before dying, that ghost was a telekinesist, and his ghost abilities reflect that. However, when he first started intervening, he manifested himself subtly, leading the builder guild to think it was a curse. Right now, only the ghost hunter that stayed in the city is willing to talk openly about the ghost, and that hunter will make herself known once she learns someone has bought the mansion.
First, though, I want the sorcerer to enter the mansion and perceive it as safe. Gradually, strange things will start happening, and as soon as all players decide to get involved, I want madness to ensue. Still, I don't want the encounter to be too threatening -- more distressing.
And at some point, if called for, the ghost hunter might come silence the ghost by killing it -- but that's only a temporary solution. The players will eventually put the ghost to rest with a story-based solution. And what if the sorcerer throws a reception beforehand?
So I'm pitching the idea here: in those circumstances, what makes a memorable haunted mansion?
Keep in mind the telekinetic ghost must be responsible for everything that happens. And I can play a little loose with the official ghost rules.
PLOT EXPOSITION ALERT
In the same city as mentioned earlier (in the same world too), there are three ghosts of people who have been defeated in a duel against the current evil council ruler, brother of the old one.
One of them, in particular, had his family die when his house mysteriously burnt down during the short-lived invasion of the city a few years ago. It was supposedly accidental. I had my players live through the failed invasion as the bad guys so that I could create a few plot hooks and show them the strategic importance of that city -- to the enemies' eyes, anyway.
A less hostile, duel-based subsequent takeover followed. In that almost-coup d'etat, the long-gone brother of the council ruler came back to the city, found an excuse to provoke him into a duel to the death and then used a legal loophole to join the council in his stead. It wasn't long before the usurper angered the widow, which led to another duel.
In the mean time, the widow's mansion was being rebuilt, but after his death, "accidents" started to happen, and the workers pretty much thought the place was cursed and refused to continue. Two years later, with the help of ghost-hunting adventurers, the pinnacle of the city's buildings was finally completed.
Problem is, the ghost is still there, haunting the new mansion. One of the ghost-hunting adventurers was offered to stay in the city to keep it and the other ghosts in check, but the mansion never sold, and it's been over six months since completion. The builders' guild's reputation is suffering because of that costly but ultimately worthless project, and the price has been slashed and ghost insurance offered for free. They really want the house to sell, and its owner to host receptions and all. They've poured their expertise into it and want to show it to the world.
Enter the PCs, who are going to spend a few days at least in the city with a couple followers. The sorcerer PC, not relying too much on equipment, is starting to be reputed for his reckless spending -- on fine wine, hotel suites, expensive clothing and all. Arriving at the city after nightfall, the group settled for an average motel near the gates, but the sorcerer took his apprentice and went to the rich district, asking for a suite in the best hotel in the city.
The sorcerer's player is a spotlight hog but a great DM asset. He keeps buying into the plot hooks and generally reacts predictably. The other players, particularly the NG "official" figurehead of the group, have learned how to keep him in check although his motivations are not always in the same direction.
Anyway, I <b>fully</b> expect the sorcerer to buy a house. And if the player learns the burnt-down mansion has been rebuilt and is affordable and will allow him to get recognition and organize receptions, I'm sure he'll buy it in a heartbeat. The fire is even indirectly tied to his character's backstory, and he knows it. So as is the case whenever a player gets interested in something, I make sure that thing's interesting.
END MASSIVE PLOT EXPOSITION
...
Darn, I can really get long-winded.
Getting to the point: one of my players will be buying a mansion that he really wants as it ties into the backstory of NPCs he cares about.
But the mansion is haunted by the ghost of its former owner, whose family was killed in its fire.
It's relatively small (for a mansion, anyway) but features most of the rooms you'd expect.
So here I have a ghost that wants to be left alone. Generic ghost hunters have been unable to determine what makes him tick, but the sorcerer just might, with his backstory ties and all.
Before dying, that ghost was a telekinesist, and his ghost abilities reflect that. However, when he first started intervening, he manifested himself subtly, leading the builder guild to think it was a curse. Right now, only the ghost hunter that stayed in the city is willing to talk openly about the ghost, and that hunter will make herself known once she learns someone has bought the mansion.
First, though, I want the sorcerer to enter the mansion and perceive it as safe. Gradually, strange things will start happening, and as soon as all players decide to get involved, I want madness to ensue. Still, I don't want the encounter to be too threatening -- more distressing.
And at some point, if called for, the ghost hunter might come silence the ghost by killing it -- but that's only a temporary solution. The players will eventually put the ghost to rest with a story-based solution. And what if the sorcerer throws a reception beforehand?
So I'm pitching the idea here: in those circumstances, what makes a memorable haunted mansion?
Keep in mind the telekinetic ghost must be responsible for everything that happens. And I can play a little loose with the official ghost rules.