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Ghost Hotel

Environments Designed by iiyama1988 • Art by TheGemmyRaven
Tier
2
Type
Exploration
Difficulty
14
Impulses
Share stories torment visitors protect the kind

Environment overview

A cosy hotel borderiing on the afterlife, full of spirits of various temperaments. Some want to help, others want to cause harm.

Potential adversaries

Spectral Archer Spectral Captain Spectral Guardian Demonic Hound Pack

Features

Passives

passive
  • Safe House

    PCs who act kindly to the spirits gain advantage on their Action Rolls.

    Questions
    • How does your character respond to ghosts? Have they met ghosts before?
    • Might some ghosts be pretending to be friendly?
  • Malevolent Forces

    There is something spooky going on in the hotel. When the PCs enter start a Looping Countdown (d6), each time the Countdown triggers foreshadow the spooky atmosphere. You could shake the hotel, or have a cold wind howl through the corridors, or whisper spooky messages to the PCs.

    When you do so, gain a Fear.

    Questions
    • What's the story behind the hotel? How can these potents hint toward this story?

Actions

action
  • Spiritual Stories

    The resident ghosts can share their stories and experiences with the PCs. A PC who has learned from a story gains a temporary experience of +3 related to a ghostly tale, and can mark a Stress to reroll any Action Roll that utilised this experience.

    This experience vanishes either on the PC's next Long Rest, or if the GM spends 2 Fear to remove it.

    Questions
    • How do the ghosts' stories relate to the PC's adventures?
    • What can the spirits share about the malevolent forces that plague this hotel?
  • Polterguists
    Fear 2

    Spend 2 Fear to summon a Spectral Guardian for each PC

    Questions
    • What motivates these malevolent specters?
    • Are there any kind spirits who are willing to help?

Reactions

reaction
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About this environment

Ghost Hotel

Tier 2 Exploration

A cosy hotel borderiing on the afterlife, full of spirits of various temperaments. Some want to help, others want to cause harm.

Impulses: Share stories, torment visitors, protect the kind

Difficulty: 14

Potential Adversaries: Spectral Archer, Spectral Captain, Spectral Guardian, Demonic Hound Pack

Features

Safe House - Passive: PCs who act kindly to the spirits gain advantage on their Action Rolls.
  • How does your character respond to ghosts? Have they met ghosts before?
  • Might some ghosts be pretending to be friendly?
Malevolent Forces - Passive: There is something spooky going on in the hotel. When the PCs enter start a Looping Countdown (d6), each time the Countdown triggers foreshadow the spooky atmosphere. You could shake the hotel, or have a cold wind howl through the corridors, or whisper spooky messages to the PCs.

When you do so, gain a Fear.

  • What's the story behind the hotel? How can these potents hint toward this story?
Spiritual Stories - Action: The resident ghosts can share their stories and experiences with the PCs. A PC who has learned from a story gains a temporary experience of +3 related to a ghostly tale, and can mark a Stress to reroll any Action Roll that utilised this experience.

This experience vanishes either on the PC's next Long Rest, or if the GM spends 2 Fear to remove it.

  • How do the ghosts' stories relate to the PC's adventures?
  • What can the spirits share about the malevolent forces that plague this hotel?
Polterguists - Action: Spend 2 Fear to summon a Spectral Guardian for each PC
  • What motivates these malevolent specters?
  • Are there any kind spirits who are willing to help?

Discussion

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