I am a new-ish DM (but very experienced player) and writing up a "Survive the night" Haunted house themed one shot for my d&d group for next week's halloween.
The idea is that a mysterious family member has died so they must travel to the town and attend the funeral/reading of the will. The family member has bequeathed the party 5 powerful items in their will, however the house is very haunted and the solicitor/lawyers cannot actually FIND the items, so if they find the items they get to keep them.
Now, like the title said, I am drawing inspiration heavily from the Mike Flanagan show/Shirley Jackson novel "Haunting of Hill House". In the show, it is implied that the house is itself a powerful enemy, and I am wanting to turn this into a game mechanic, but also not make it OP.
I am wanting to encourage PVP and want death to be a reward. Meaning, if you die in the house and you choose to remain as a spirit within it, you will get benefits. I was wondering if anyone could suggest ways to make this balanced within the encounter, while also making it an appealing thing to do? We have 3 hours of gameplay, so don't want the mechanic of becoming a ghost in the house overly complicated--Ideally something I could pull a player aside and say "Add this and this and this to your character sheet" and let that be it. I am thinking that the house will act as a sort of Warlock Patron, but instead of granting spells, you get extra stuff. This is additionally complicated by the fact that each PC is going to be a different class (information I also don't have yet).
So far this is what I have for death perks:
One stat of your choosing increases to 20
Advantage on Stealth, Intimidation Checks
Ghostly Bonus: (pick one)
No movement speed–You do not need to waste time moving, and can appear where you want, at will. You can still use your movement speed if you want to be scary and menacing, OR use the movement turn in combat as an additional attack action.
Ghostly visage– On a successful attack, deal one extra damage dice of psychic damage if you describe how scary you look while you do it.
The SLIME!--as your movement, when you pass through another creature, they must make a constitution save or take 1d4 poison damage, and get SLIMED.
Does this sound wildly OP? Does it sound fun?? Do you have any suggestions??
Ooo that sounds good. I mean you could basically use Castle Ravenloth rather than start from scratch, and just change the creature types around, in case people have already played it. (not me).
Hi friends!
I am a new-ish DM (but very experienced player) and writing up a "Survive the night" Haunted house themed one shot for my d&d group for next week's halloween.
The idea is that a mysterious family member has died so they must travel to the town and attend the funeral/reading of the will. The family member has bequeathed the party 5 powerful items in their will, however the house is very haunted and the solicitor/lawyers cannot actually FIND the items, so if they find the items they get to keep them.
Now, like the title said, I am drawing inspiration heavily from the Mike Flanagan show/Shirley Jackson novel "Haunting of Hill House". In the show, it is implied that the house is itself a powerful enemy, and I am wanting to turn this into a game mechanic, but also not make it OP.
I am wanting to encourage PVP and want death to be a reward. Meaning, if you die in the house and you choose to remain as a spirit within it, you will get benefits. I was wondering if anyone could suggest ways to make this balanced within the encounter, while also making it an appealing thing to do? We have 3 hours of gameplay, so don't want the mechanic of becoming a ghost in the house overly complicated--Ideally something I could pull a player aside and say "Add this and this and this to your character sheet" and let that be it. I am thinking that the house will act as a sort of Warlock Patron, but instead of granting spells, you get extra stuff. This is additionally complicated by the fact that each PC is going to be a different class (information I also don't have yet).
So far this is what I have for death perks:
One stat of your choosing increases to 20
Advantage on Stealth, Intimidation Checks
Ghostly Bonus: (pick one)
No movement speed–You do not need to waste time moving, and can appear where you want, at will. You can still use your movement speed if you want to be scary and menacing, OR use the movement turn in combat as an additional attack action.
Ghostly visage– On a successful attack, deal one extra damage dice of psychic damage if you describe how scary you look while you do it.
The SLIME!--as your movement, when you pass through another creature, they must make a constitution save or take 1d4 poison damage, and get SLIMED.
Does this sound wildly OP? Does it sound fun?? Do you have any suggestions??
Thanks so much!!
Ooo that sounds good. I mean you could basically use Castle Ravenloth rather than start from scratch, and just change the creature types around, in case people have already played it. (not me).
Oooh I will have to look into that. I've never heard of it before. Thank you!!
Oooh I will have to look into that. I've never heard of it before. Thank you!!