While the ghost doesn't have HP, inflicting damage on it could cause it to make concentration checks. If it fails, it de-manifests and must spend an action manifesting again on a subsequent turn. In this way the combat component of the ghost allows someone to keep it "at bay" in order to buy time for the party to complete the ritual/burial rites/monologue/salt scattering, etc. Could also lead to some interesting game play as the party is maneuvering around the haunted area searching for final clues with paranoid readied actions to ward the ghost off should it re-manifest around the next corner. Each time it manifests it shows up at "the haunting point" and gets to use its scary ability, or select from a lair action to give the PCs problems the turn it shows back up again. This gives the PCs an opportunity to pinpoint where they can salt an area to contain the ghost. Alternatively, once de-manifested, the DM rolls randomly to determine what initiative the ghost acts on. It can only re-manifest if you roll the middle-most initiative number it had before. Any other rolls allow it to only utilize one of the haunting lair actions. Then you roll again and apply another haunting lair action to the next initiative roll unless you roll a re-manifestation. Effectively, the haunted area starts to get really upset the longer you defy its emotional need to murder you. If you don't solve the ghost problem then the escalating haunting + ghost constantly re-manifesting with murder glares will eventually kill you all. Let the doom counter begin!
Oh man, and there'd be the option to pin the ghost to a different key item or place for different manifestations, both guiding players towards the other clues they need AND potentially creating this cool effect where a character is running around attempting to salt spaces while the ghost is attempting to navigate around them
@@MonarchsFactory Yeah, or have the ghost shift to a different emotional state/memory tied elsewhere in order to free itself, but then give it a new manifest ability that fits the emotion. This then gives the DM a new vessel to deliver extra story or clues if the PCs are having trouble figuring out the mystery (we all know they tend to over think the obvious or headbutt the cunning puzzles). First stage it's murder-rage mode. Second stage it's frustrated weeping set the house on fire mode. Third stage it's morose self loathing mode, which is infectious. :D Etc, etc. All giving hints at key personality/events leading to clues/answers.
The only ghost I've ever used in DnD had nothing but love and sorrow in its "heart". It was the ghost of a dog that got trapped in a sewer with no water or food while playing with his human (who, by the way, searched for him for months). The first thing the players ever saw about him was an ectoplasmic recreation of the ball he was following when he got trapped, rolling on the floor towards them and then a ghostly yelp. He was quite friendly unless attacked and he only wanted a little love and to reconnect with his human but he was a powerful opponent, should the players had chosen to go against him. He was only able to act in the room he died on, where the players found his dead body curled around a red ball just below the hole he fell through. That red ball was his main anchor to the world and, if someone presented it to his human, he would get a temporary physical form to say goodbye to then dissolve into nothing... maybe to go to dog's heaven, I hope. I almost cried while creating the encounter, more than one player almost cried at the end and one of them teared up a little. I am quite proud of how that session.
"These damn adventurers keep tracking mud all over my expensive tile floors! I'll never get this hallway clean!" (passes through door to janitor's room, get mop and bucket) So, if the PC's simply clean the floors, the Ghost goes to the Afterlife, and the PC's gain XP equal to defeating the Ghost?
Here's a good one -- a Ghost who was a con artist in life who pretended to haunt a house like in a Scooby Doo episode, and has to convince people he's a real ghost, but the house has all these trapdoors and wires and mirrors around so that people can say, "Aha! It was all a trick, a real estate scam!" That poor damn Ghost, no one believes him. @@felscorf456
"Save or die" spells that don't actually kill are called "Save or suck" As for the ghost instakilling someone in a power word kill like fashion, I think the banshee has something quite close in their wail ability, it drops to 0 hitpoints on a failed save but doesn't outright kill and it works in a radius which I think is quite nice
I ran a haunted house scenario a few years ago where I did a LOT of the things you talked about. The ghost's presence was felt for a long time before the party could interact with it. I gave the ghost a bunch of fun spells, like Command, Crown of Madness, etc. I also filled the place with supernatural traps, and other incidental monsters, like a cloaker in the basement. The ghost only manifested and attacked the party when they got too close to solving its problem. Then it was pretty easy to dispatch. A good time was had by all!
I like this because while the MM treats the ghost as a monster, you're turning the ghost into an entire dungeon. With it being the boss. And I think every monster can get this build up as you write more with them and around them. I agree I would think twice about just checking ghosts at the party unless it was part of the dungeon motif. (Like with recent CR campaign 2 the Diver's Grave encounter. Where there's an entire SLEW of ghosts bent on possessing the party!) Love this! Turn that ghost into a CR??? Because it isn't about challenging the player characters stats, but the players themselves! ;)
A ghost is a good way to make animated objects interesting. It’s a lot more interesting to fight an animated chair if it’s ghost animating it’s haunting place and the stuff inside of it versus “oh this chair can move now...because magic”
You mentioned part way through the video that the ghost wants to have its problem solved, but in its frustration it kills anyone who could possibly help. That made me think, what if a ghost wasn't a single entity. The dead has two portions of their soul. One that wants to pass on into the afterlife, and the other that is the raw embodiment of their final emotions. The Rational portion of the soul attempts to help and guide the party to their ultimate goal, while the emotional portion of their soul lashes out at them the whole way through, attempting to satiate its rage or "protect" itself from what it perceives as a threat. It would be interesting to say the least.
i ran something similar to this idea with a more combat focused group, when the ghost manifested it essentially had a pool of temp hitpoints, and as long as, it did it and the party could directly damage each other. when the ghost lost all its temp hp, neither side could directly interact, giving the party a chance to heal/work out clues, but then when the ghost came back it would have more temp hp, and with each new threshold of temp hp it got more power and more abilities as it grew angrier. the only way to actually deal real damage to it was to solve the mystery and settle its business, or side with the guy who was secretly evil (there were clues along the way) and destroy it, rather than help it move along, with a ritual that enhanced the original murder weapon. gotta say though, your idea i think works really well with a story focused game and/or oneshot. i also really like that the ghost's first appearance can just straight up kill a character. it lends a real air of threat to it
I've tweaked the possession in a slightly different way. Essentially the initial failure trapped the character's psyche into the ghost's memories. A series of three charisma checks akin to contesting a sentient weapon will result in either the character expelling the ghost or becoming lost within the ghost's memories. Essentially giving a possessed character a chance to do something as their compatriots try to aid them and also learn about the ghost.
Im really glad i found her youtube channel. its really full of both tips that i love to steal for my dnd campaign and folklore that i ALSO love to steal for my dnd campaign.
2e Ravenloft modules (of which I have ... a lot) have some pretty great Ghost Stuff. The box-set module "Castles Forlorn" for example involves a haunted castle with __multiple ghosts__ that all basically hate each other and want revenge on each other for things that happened over several decades. So you not only have a situation where you've got different motivations for your ghosts (having NPCs with cross motivations is a favorite of mine) but the nature of the haunting will have the castle transport between various periods of time as you step through doors and whatnot. If you're thinking of running a good haunting campaign I recommend trying to locate that source material to mine for ideas :)
I really like the way the ghost in Michelle Paver's book Dark Matter is handled. It doesn't *have* unfinished business, it just wants its home to itself, and given what its life was like and how it died it's no surprise that it hates anyone who comes to that place. And the most dangerous thing about it is that it gets into your head, and the more you think about it the more power it has. First, you get sensory stuff - seeing the ghost for a moment, flashes of what the ghost experienced as it died, maybe nightmares of the ghost's death and the ways the ghost killed people afterwards. Eventually, it gets so far into your head that it has enough power to do stuff. It can walk around outside the room ominously. It can open doors. It can get in. Eventually it can grab you and harm you. And all this depends on its ability to get into your head. In D&D terms, I'm thinking something like "you have to make a wisdom save, every time you fail the ghost gets more powerful." That said, this works best over multiple sessions.
Every time I watch the beginning of a MonarchsFactory video I wonder if someone is at my front door. It's great. This is great by the way! Great for a whole adventure.
I'm running two groups: for the first (low-level characters) group, I'm running a haunted house story. For the second (mid-level characters) group, I've planned an encounter with a flesh golem (dressed up as a scarecrow) in a corn maze. You have some really fun ideas for running a ghost, some of which I have already been using myself (spacial/ temporal distortions, emotional or temperature responses to their environment) I've also given RP cues to my possessed players, which they always play to a tee.
after watching this i have to re-write a ghost encounter for my campaign. part of me loves seeing videos like this, part of me hates that it leads to so many great ideas to add to my world with so little time to do so
Yes absolutely. I love the idea of multi-phase monsters in general & ghosts-as-environmental-puzzles is my preferred way of looking at them. Excellent stuff.
The way that Johnathan Stroud does ghosts and Incorporeal undead in his Lockwood and Co. Series is AMAZING. i highly recommend for dms who want to do something new
In my setting there is a bank that gives out very generous loans, but if the holder doesnt pay back the loan before they die, the bank turns them into ghost indentured servants that work off their debt at a rate of 2sp per day. Most people take it thinking that they have eternity as a ghost so why not, but its a depressing, dreary existence. Some have been in service for hundreds of years.
I'm wrapping up a really long Extra-dimensional Haunted House adventure for my Pathfinder group and I was looking for a good one-shot idea for Halloween this year. I think you just gave me all the inspiration I needed for it. Tanks!
Fuck yeah, I'm absolutely taking these ideas and workshopping them for my upcoming halloween one shot. In response to your question at the end, what halloweeny thing am I throwing at my party? A survival oneshot, based of Michael Jackson's Thriller. Here's the trick, they don't know that's the case. The music is gonna be thumping synthwave and about half way through the adventure, when the clues start coming together, BOOM Thriller plays, and that's the reveal of what's going on. The basic idea is Michael Jackson is a lord that has invited everyone to his prviate estate, which at the strike of midnight, gets plunged into hell. Their goal is to survive till dawn, while completing objectives, or they lose. It's filled with grizzly ghouls, a beast of 40 eyes, and a funk of 20 thousand years. There is an additional mechanic, where if a player dies early, they come back as a zombie and get to keep playing, but in league with Michael Jackson's Musical Army and dance group. On top of that, each player will have a secret objective and special power associated with the theme and their characters. Some of their secret objectives will put them at odds with the other players. The basic dungeon will be set up into a mansion split into 4 wings. Each wing will have a different gimmick. And the end goal is to find a way to the alter underneath the manner. You have the haunted wing, the time manipulated wing (which rewards the players with that time travel mechanic from dishonored 2) and other stuff that I'm still designing. The structure of the adventure is that they'll be dropped in right as the clock strikes midnight and they'll have to complete some, but not all of the objectives and get to the end before dawn. It's gonna be aping 80's B horror movies with a dash of absurdist humor. Can't wait.
I don't know much about how they work in DD5, but in Pathfinder the ghost (on top of being incorporeal which makes magic necessary to fight it) when defeated is not actually "killed": it comes back a few days later and just continues its haunting. My favourite ghost (I haven't yet run the game it is in, unfortunately) is only active during specific periods of time. It would exist only when the moon is visible and only be dangerous during the night. Defeating it normally only makes it disappear until the next night ; to defeat it for good you have to either finish the unfinished business or other esoteric stuff (technically a wish spell would work too). I like the idea about the weapon of the murderer, and it can creates very interesting situations, so I am stealing it. The most important thing about that ghost is that it has two shapes at the same time: - the Spirit of the dead person: it looks like the dead person, and it acts friendly, but it is mute so it can't explain the situation. It also can't do anything against the Manifestation. If defeated the Manifestation disappears too and both will came back the next night. - the Manifestation of its grief: it doesn't have a stable form, and tries to protect the Spirit. That's not a reasonable entity, so for example it could decide that any living person should die so the Spirit is safe from murderers, or that the village should burn since the spirit is afraid of the night and the light of the flames would reassure it. If the Manifestation is defeated, it reforms immediately around the Spirit. Typically the Spirit is indead an undead: what remains of a dead person who couldn't completely pass to the afterlife. The Manifestation is a creation of this undead, so it resembles a bit the "emotional echo" you talked about. In the case of the ghost of my scenario, the spirit is what remains of a young child who died in an orphanage while it was raided during a war. The Manifestation is a mix between what this child remembers about the protective tutor of the orphanage and the violent soldiers who raided the place (and also a bit of all the other characters the child remembers about). Those are closer to the nightmare of a child than to real people.
I started following for the D&D stuff and stayed for the stories you tell on myths and lore. I watch them when I'm on break at work and have went out and picked up a few books on the subject because it sparked an interest I once had as a kid. I think it would be interesting if you mixed the two. Like giving characters and items from myths and legends game world stats. I know people have done this with popular characters and items like Merlin or Excalibur but I'd like to see if you would do anything different or go over some of the not so well known hero's, villains and items. Just an ideal.
Thanks so much for your take on Ghosts! I incorporated this into a recent One-Shot and my players had a blast. (Even though the Barbarian failed the VERY FIRST check to resist getting possessed... oh well! XD)
Real good system stuff for a ghost, with great plot anchoring! A cool trick monster that still engages the non-puzzlers. For the Nova ultimate, you could snatch the Banshee's _Wail_ attack, dropping those who fail their save to 0hp. Doesn't kill the party outright, no matter how many (or few) hp, but sure frightens them and gives the Cleric something to do (assuming they make the save themself). I have a sketch for a BehindTheScreen article somewhere on making ghosts matter narratively, inspired by a splendid philosophy talk on Grecian tragedies I attended. Maybe it's time to break that out and actually throw it together.
I had a small plan to put my future campaign through an abandon ghost city where a plague broke out and they have to solve some puzzley maze, or fight a beauty to get an artifact that is actually a puzzle piece. Thanks to you and some tweeting I could use these guidelines to make getting to the crypt or whatever a little harder with those lair actions but in the city, that could be fun
Great take on ghosts! I only found your channel a couple days ago and I’ve burned through a lot of the videos. Your play/DM style is so quirky and creative, I’d love to be a player at your table. For the scissors you keep kicking, try masking/gaffer’s tape for marking the floor spot for your focus point.
This video was great. I love your take on goasts. It sounds like you love to make your players look back and forth at one another with wide panicked eyes, as I do. Keep it up.
My Halloween nightmare for my table: They're a tribe of goblins... and while they're going about their business, an over-zealous Paladin crosses paths with them... annoyance ensues. When I'm playing the Goblins, having a bunch of OP adventurers is my worst nightmare...
this is great. i wish this video had existed a few months ago haha. i recently ran my party through a haunted house that they were allowed to have if they could free the house from the ghosts. they had to face two banshees and it was intense and fun but this stuff wouldve made it so good
I'd recommend checking out Matthew Mercer's Lingering Soul race. While I wouldn't use it in-game for when a player dies as a rule (as per the actual race template states, actually), a player, in that specific setting, having their soul temporarily ripped out of their body and thus being the only way to interact with the ghost could be an interesting turn of events.
You've inspired me to put in a spooooky ghost in an upcoming game! The Ghost of Brackenlow Bridge vineyards shall haunt my players. Going to give the lair actions a host of illusion and psychic attack spells, such as Dissonant Whispers, Phantasmal Force/Killer, Crown of Madness, Synaptic Static when it screams... It's gonna be good. Oh, and Dream. I hope the players spend the night!
For my game, I'm starting off my new Homebrew campaign by running a horror adventure in The vein of Sleepy Hollow. And you can bet the headless horseman is running amok, laughing mad and killing everyone he finds until the players stop him.
Kingsmill! You're an adorable human being. :D On the video topic though: This is some dang solid advice and we pretty much had the same idea about Manifestation when the players pinpoint aspects of the ghost's existence. I'd probably add on a mechanic that has maybe an incremental effect, so for each aspect you uncover brings into a more tangible form (which could be done with giving them AC, Saving Throws, removing abilities or decreasing their range of said abilities, etc.)
In previous editions, I seem to remember ghosts reforming if they are killed or turned. So the only way to permanently deal with them is to resolve their trauma
Love these ideas, will definitely have to use them. I was just thinking up a ghost concept to kind of subvert the unfinished business trope: a ghost or ghosts who think being trapped on the mortal plane is a neat sort of loophole to that whole death thing, and don't want to move on. They like to possess people to feel alive again, and will immediately try to do so with some of the PCs (or any NPCs that may be tagging along) then proceed to carouse and going about accomplishing corporeal things they can't normally do. They do have some sort of past trauma or unfinished business, and it would the goal of the players to resolve that for them against their will (making them very upset in the process).
I think a way to use the MM ghost stuff along with this is to possibly consider necromancer or general entities that raise dead. If ghosts are a more natural phenomenon (as this video implies when I believe you said you don't consider them undead in this format) that is bastardized into becoming undead through magic which is how you get the kind of ghosts in the MM. Or maybe they're just particularly weak ghosts or ones that were manifested at some point but something happened to interrupt those that tried to help them
My DM trick for Vampires is that they can only be permanently killed with a stake made from the coffin they were buried in. It's also the only place they can reform in, if brought to 0 HP, so they have to protect and hide their coffin from all these meddling adventurers.
In today's video, Dael teaches us how to change all of our players' last names to Winchester. I liked the idea of making it function like lair actions to begin with to build the tension. That's cool. The only thing I've done like that before is having the entity float by in the background, or appear for a second and then vanish before the players can do anything about it.
DM- "Make a Perception check." PC - "I got a 21." DM -- "You see a young girl standing next to the door, dressed in fine clothes. No one else seems to notice her. She looks at you and starts to ask you a question, as a wound appears on her throat and her dress is instantly covered in her blood. Then ..... she vanishes from sight. What do you do?"
Great piece on implementing ghosts in a satisfying way. Dope. If you're looking for critiques at all: you went on a bit of a tangent on how you lay out your statblock, when I think all you needed to say was "I lay out my statblocks this way because I personally find them more useful that way" and then if there was interest you could follow up with another video, social post, etc.
Taking a group of 8 players out to a rural cottage to run a two day fireside adventure loosely inspired by The Evil Dead. Basically going to try and murder everyone with a combination of undead, demons, and plant monsters.
I certainly hope so. I haven't run for a group this big in 15 years or so, and I've committed myself to a marathon. Catastrophe is on the table. But it looks so cool in my head...
I ran a haunted house session themed off of this idea last night. A double murder suicide. A divination wizard studying the effects of herbs enhancing his visions killed his wife and son and then himself. The mother haunted the house until she was (A) trapped in a circle of salt (B) reunited with her son by putting their two skeletons together in the greenhouse (C) murder weapon destroyed. These were all great ideas and after surviving the effects of four haunted rooms including a phantasmal force fire in the library, a flood of blood in the upstairs hall and attacked by mantrap plants in the green house my players discovered all three resolutions in the same round in different parts of the house. It all came together wonderfully. Thanks for the idea and the framework.
Great video as always, really enjoyed it. Saw the length and thought "wow, 20+min Dael vid, is it my birthday?" Very flavourful. I love the idea of dropping little clues about what happened to the ghost to help the players help the ghost. Taking that philosophy and you get something like using a phantasmal force to re-enact or play out some of the awful things that have created this overflow of emotion, so in some cases they literally have to battle through the source of the emotion while learning about the no-doubt juicy backstory the GM has cooked up. Halloween plans for my group? Nothing particular... except having them meet the character who the whole setting was built around 3 years ago. Dude's got 2 gods in his head fighting to make him their avatar and there's a lot of emotion and pain involved for everyone. Was already planning on having a bunch of his memories manifesting in reality as he tries to continuously establish his identity to prevent himself from being taken over and erased, so this ghost video's given me some great ideas. Thanks Dael!
Ghosts can also make a great dues ex machina. If you're characters get stuck, or can't find the clue, or whatever, try this; A ghost of a previous adventurer who was slain in this dungeon fades in. The ghost thinks the PCs are its party. It helps them out until it reaches the part of the dungeon where it died. The characters find its body, with its treasure, and dun-dun-duuuuun the secret clue they will need in the next part of the dungeon. If they don't continue on and avenge the ghost then it will follow them on their adventures haunting them.until they do.
Shades in the Greek style. They want to drink the blood of the living, and if they get enough, they become solid, gaining new powers but also vulnerability.
My players had to retrieve a missing (living) child from a haunted mansion. They went full murder hobo on the innocent ghost outside the mansion who would've rewarded them with a level if they reunited her with her brother's ghost (who was hiding on the top level), then burned said brother's bones and thus sent him on to the afterlife, somehow managed to avoid all encounters and only trip one innocent trap, and found a room with six statues that did the Dr Who "we'll move if you blink" thing. But they were thoroughly spooked and good fun was had :D Oh, and they did find the missing girl. The things that lurked in the dark demanded that they could only leave with the girl if a party member stayed to play hide and seek with them in her stead. Their solution: sprinkle salt around their location, then bash their warhammers at a bricked-up window until it gave way and use their ropes and pitons to escape that way. Gotta give 'em points for creative thinking.
@Dael ... It's all about how you run the ghost. They can move through objects and has horrifying visage, and most importantly they can possess people. What I like to do is also give them limited invisibility. Like you said, using the traditional methods can either force the ghost to appear. Magic weapons are like a cross to a vampire the ghost will always try and wait out the party's investigation or like a poltergeist it will wait for opportune times to try and get rid of the item. Just my 2 cents. Good Shit Girl..!
Might have to have those illusory manifestations be flexible in terms of strength if you're essentially relying on saves to determine party size. Might be a bad time if you're expecting 3 of the party to fail and the fighter and barbarian hit nat 20s on the save or something.
One way to mess with the players in a haunted house is if the map is more tesseract in design, where the map doesn't work with standard geometry. If not a traditional tesseract, one where the doorways between rooms are portals so you could walk out the east doorway of one room but enter the next room from the south. Kinda like how some of those mazes in old Zork style text adventures could confuse the player.
Add another layer on top of that... "rotation". The "portals" connecting rooms to other rooms shift around in an ultimately predictable pattern. So say you've got four room connected in such a fashion, Room 1 is initially connected to Room 2, but within a certain period of time it's instead connected to Room 3, and then later on the Room 4, and then all of the connections shut down because they're connected to their own doors (Room 1 to Room 1, and so on). I guess some of that depends on how much time you have, though, and whether it's connected to time generally, or if the portals switch every time one of the doors is opened and closed.
John McMillen or like some say have the house or building have been rebuilt after the original burned. The ghost adheres to the original floor plan while players have to focus on the physical floorplan. This could mean players are hidden from the ghost even in the same room and vise versa.
John McMillen or like some say have the house or building have been rebuilt after the original burned. The ghost adheres to the original floor plan while players have to focus on the physical floorplan. This could mean players are hidden from the ghost even in the same room and vise versa.
Here's my current take on it: A ghost haunts some place, person, or item. It can take damage, but when killed it's ectoplasm body discorporates. The ghost can then respawn at its haunt. To stop a ghost, clerics notwithstanding, you have to complete a side mission for the ghost to put its spirit to rest.
You talking about ghosts being tied to an emotion is an interesting idea. They could affect the players that way, forcing the living to replay the moment of death for the ghost. I feel this works better in games without fighting and magic though; Dread comes to mind Edit: I should lewrn to watch the whole video before commenting. You talk about this at 10:52. Good job being on top of things!
I dunno if you've ever watched Buffy, but the episode "I only have eyes for you" is a favourite of mine and one of my top ghost texts; it plays around with that idea really well :)
The Ironclaw system differentiates between Ghosts and Shades. Ghosts are actually the spirit of a person or animal left behind, and they maintain some degree of their original intelligence. Shades, on the other hand, are more what you're talking about: An imprint of a strong emotion that manifested in the real world. Shades have their own personalities based on that emotion, and thus their own goals, logic, and ideas about the world. Because they are formed of ideas, they conform to strange rules, based on intent. They can go through doors, for instance, because doorways involve the idea of entry and exit, but they can't go through walls because the idea behind a wall is to keep things out. It's not explicitly talked about in the rulebook, but for the campaign I'm currently running, I made it so that Shades, while they can linger indefinitely in the real world, can exist at the same time as the person who may have manifested them, and that person's worldview may have changed drastically, potentially even opposing what they once felt strongly. Likewise, I like the idea that a Shade can manifest from strong emotions of a group of people, like in a war where no single individual generated it, instead manifest a very strong amalgamation of the same strong feeling, which can take on a "life" of its own. Lots of possibilities, and kinda seems like your wheelhouse, even if the system isn't something you play.
We see Ghost Possession exactly the same - a chance to grant characters a "peek behind the screen" and to create unexpected paths to clues. It's when you have rival Ghosts, who killed each other in real life, that things get heated. I've written an encounter where the ghosts of parents possess (or attempt to possess) player characters to lead them to the makeshift grave of their dead infant. Reburial is the key here, but both parents are Teiflings and the local town fears/distrusts them. It becomes an issue of burying a "hated" species in holy ground. RP heavy.
Ghosts should be immune to all damage until you remove their mask and realise that it was just Old Man Jenkins the lighthouse keeper
A-ah got it!
So Shaggy's a Beastmaster?
I know this was a Scooby Doo reference, but it also kind of applies to the final boss of Mega Man 2.
All of the ideas are cool,, but some of them seem like what you're looking for is a death knight.
While the ghost doesn't have HP, inflicting damage on it could cause it to make concentration checks. If it fails, it de-manifests and must spend an action manifesting again on a subsequent turn.
In this way the combat component of the ghost allows someone to keep it "at bay" in order to buy time for the party to complete the ritual/burial rites/monologue/salt scattering, etc. Could also lead to some interesting game play as the party is maneuvering around the haunted area searching for final clues with paranoid readied actions to ward the ghost off should it re-manifest around the next corner.
Each time it manifests it shows up at "the haunting point" and gets to use its scary ability, or select from a lair action to give the PCs problems the turn it shows back up again. This gives the PCs an opportunity to pinpoint where they can salt an area to contain the ghost.
Alternatively, once de-manifested, the DM rolls randomly to determine what initiative the ghost acts on. It can only re-manifest if you roll the middle-most initiative number it had before. Any other rolls allow it to only utilize one of the haunting lair actions. Then you roll again and apply another haunting lair action to the next initiative roll unless you roll a re-manifestation. Effectively, the haunted area starts to get really upset the longer you defy its emotional need to murder you.
If you don't solve the ghost problem then the escalating haunting + ghost constantly re-manifesting with murder glares will eventually kill you all. Let the doom counter begin!
WOAAHHHH I LOVE THAT!! I've only read your first paragraph but was filled with the immediate urge to respond, gimme a tick to actually keep reading
Oh man, and there'd be the option to pin the ghost to a different key item or place for different manifestations, both guiding players towards the other clues they need AND potentially creating this cool effect where a character is running around attempting to salt spaces while the ghost is attempting to navigate around them
@@MonarchsFactory Yeah, or have the ghost shift to a different emotional state/memory tied elsewhere in order to free itself, but then give it a new manifest ability that fits the emotion. This then gives the DM a new vessel to deliver extra story or clues if the PCs are having trouble figuring out the mystery (we all know they tend to over think the obvious or headbutt the cunning puzzles).
First stage it's murder-rage mode.
Second stage it's frustrated weeping set the house on fire mode.
Third stage it's morose self loathing mode, which is infectious. :D
Etc, etc. All giving hints at key personality/events leading to clues/answers.
That's a little similar to how they work in World of Darkness.
Stealing this mane.
The only ghost I've ever used in DnD had nothing but love and sorrow in its "heart".
It was the ghost of a dog that got trapped in a sewer with no water or food while playing with his human (who, by the way, searched for him for months). The first thing the players ever saw about him was an ectoplasmic recreation of the ball he was following when he got trapped, rolling on the floor towards them and then a ghostly yelp. He was quite friendly unless attacked and he only wanted a little love and to reconnect with his human but he was a powerful opponent, should the players had chosen to go against him. He was only able to act in the room he died on, where the players found his dead body curled around a red ball just below the hole he fell through. That red ball was his main anchor to the world and, if someone presented it to his human, he would get a temporary physical form to say goodbye to then dissolve into nothing... maybe to go to dog's heaven, I hope.
I almost cried while creating the encounter, more than one player almost cried at the end and one of them teared up a little. I am quite proud of how that session.
What's amazing about this is that it takes a vanilla fight with magic weapons, and turns it into a true "encounter." Nice.
Got this idea that this woman hosts one hell'uva D&D game by sheer amount of info she brings to the table with every video
I would like to see a ghost whose unfinished business was their to-do list. Like clean the gutters, or re-tile the roof or something.
"These damn adventurers keep tracking mud all over my expensive tile floors! I'll never get this hallway clean!" (passes through door to janitor's room, get mop and bucket)
So, if the PC's simply clean the floors, the Ghost goes to the Afterlife, and the PC's gain XP equal to defeating the Ghost?
Sounds fair to me :p
Here's a good one -- a Ghost who was a con artist in life who pretended to haunt a house like in a Scooby Doo episode, and has to convince people he's a real ghost, but the house has all these trapdoors and wires and mirrors around so that people can say, "Aha! It was all a trick, a real estate scam!" That poor damn Ghost, no one believes him. @@felscorf456
@@paulcoy9060 lol, now that's quite a good one. I'm going to write it down down for a future game :P
I think he should look like Bruce Campbell. Probably based on what he looked like in "Spider-Man".@@felscorf456
"Save or die" spells that don't actually kill are called "Save or suck"
As for the ghost instakilling someone in a power word kill like fashion, I think the banshee has something quite close in their wail ability, it drops to 0 hitpoints on a failed save but doesn't outright kill and it works in a radius which I think is quite nice
Your idea with sprinkling salt on the floor as a defence is just battleships, so you know, it's pretty meta
I ran a haunted house scenario a few years ago where I did a LOT of the things you talked about. The ghost's presence was felt for a long time before the party could interact with it. I gave the ghost a bunch of fun spells, like Command, Crown of Madness, etc. I also filled the place with supernatural traps, and other incidental monsters, like a cloaker in the basement. The ghost only manifested and attacked the party when they got too close to solving its problem. Then it was pretty easy to dispatch. A good time was had by all!
I like this because while the MM treats the ghost as a monster, you're turning the ghost into an entire dungeon. With it being the boss. And I think every monster can get this build up as you write more with them and around them.
I agree I would think twice about just checking ghosts at the party unless it was part of the dungeon motif. (Like with recent CR campaign 2 the Diver's Grave encounter. Where there's an entire SLEW of ghosts bent on possessing the party!)
Love this! Turn that ghost into a CR??? Because it isn't about challenging the player characters stats, but the players themselves! ;)
The thumbnail for this is adorable.
Dael still has a beautiful mind. My creativity & motivation burned out many years ago, & i have never been able to get it back again.
A ghost is a good way to make animated objects interesting. It’s a lot more interesting to fight an animated chair if it’s ghost animating it’s haunting place and the stuff inside of it versus “oh this chair can move now...because magic”
You mentioned part way through the video that the ghost wants to have its problem solved, but in its frustration it kills anyone who could possibly help.
That made me think, what if a ghost wasn't a single entity. The dead has two portions of their soul. One that wants to pass on into the afterlife, and the other that is the raw embodiment of their final emotions. The Rational portion of the soul attempts to help and guide the party to their ultimate goal, while the emotional portion of their soul lashes out at them the whole way through, attempting to satiate its rage or "protect" itself from what it perceives as a threat.
It would be interesting to say the least.
i ran something similar to this idea with a more combat focused group, when the ghost manifested it essentially had a pool of temp hitpoints, and as long as, it did it and the party could directly damage each other. when the ghost lost all its temp hp, neither side could directly interact, giving the party a chance to heal/work out clues, but then when the ghost came back it would have more temp hp, and with each new threshold of temp hp it got more power and more abilities as it grew angrier. the only way to actually deal real damage to it was to solve the mystery and settle its business, or side with the guy who was secretly evil (there were clues along the way) and destroy it, rather than help it move along, with a ritual that enhanced the original murder weapon.
gotta say though, your idea i think works really well with a story focused game and/or oneshot. i also really like that the ghost's first appearance can just straight up kill a character. it lends a real air of threat to it
I've tweaked the possession in a slightly different way. Essentially the initial failure trapped the character's psyche into the ghost's memories. A series of three charisma checks akin to contesting a sentient weapon will result in either the character expelling the ghost or becoming lost within the ghost's memories. Essentially giving a possessed character a chance to do something as their compatriots try to aid them and also learn about the ghost.
I’m glad I’m not the only one that says “DOPE” about DnD ideas.
Im really glad i found her youtube channel. its really full of both tips that i love to steal for my dnd campaign and folklore that i ALSO love to steal for my dnd campaign.
2e Ravenloft modules (of which I have ... a lot) have some pretty great Ghost Stuff. The box-set module "Castles Forlorn" for example involves a haunted castle with __multiple ghosts__ that all basically hate each other and want revenge on each other for things that happened over several decades. So you not only have a situation where you've got different motivations for your ghosts (having NPCs with cross motivations is a favorite of mine) but the nature of the haunting will have the castle transport between various periods of time as you step through doors and whatnot. If you're thinking of running a good haunting campaign I recommend trying to locate that source material to mine for ideas :)
If you want to do D&D horror, you can't find better source material than the old 2ed Ravenloft stuff!
You know, you may not be Matt Colville, but your ideas are absolutely fantastic. Your insanity must be contagious.
I really like the way the ghost in Michelle Paver's book Dark Matter is handled. It doesn't *have* unfinished business, it just wants its home to itself, and given what its life was like and how it died it's no surprise that it hates anyone who comes to that place.
And the most dangerous thing about it is that it gets into your head, and the more you think about it the more power it has. First, you get sensory stuff - seeing the ghost for a moment, flashes of what the ghost experienced as it died, maybe nightmares of the ghost's death and the ways the ghost killed people afterwards.
Eventually, it gets so far into your head that it has enough power to do stuff. It can walk around outside the room ominously. It can open doors. It can get in. Eventually it can grab you and harm you.
And all this depends on its ability to get into your head.
In D&D terms, I'm thinking something like "you have to make a wisdom save, every time you fail the ghost gets more powerful." That said, this works best over multiple sessions.
I like the Winchester method of dispatching ghosts.
Every time I watch the beginning of a MonarchsFactory video I wonder if someone is at my front door. It's great. This is great by the way! Great for a whole adventure.
I'm running two groups: for the first (low-level characters) group, I'm running a haunted house story. For the second (mid-level characters) group, I've planned an encounter with a flesh golem (dressed up as a scarecrow) in a corn maze. You have some really fun ideas for running a ghost, some of which I have already been using myself (spacial/ temporal distortions, emotional or temperature responses to their environment) I've also given RP cues to my possessed players, which they always play to a tee.
after watching this i have to re-write a ghost encounter for my campaign. part of me loves seeing videos like this, part of me hates that it leads to so many great ideas to add to my world with so little time to do so
26 years DMing and never once used those lame ghosts, fixing them never occurred to me. 👍👍
You. Are. A. Genius.
Inspiring!
Thank you.
(and indeed, never underestimate the power to walk through walls when the party cannot...)
This is brilliant.
For a high level encounter, maybe something along the lines of Ju-on and its vengeful ghosts.
Yes absolutely. I love the idea of multi-phase monsters in general & ghosts-as-environmental-puzzles is my preferred way of looking at them. Excellent stuff.
The way that Johnathan Stroud does ghosts and Incorporeal undead in his Lockwood and Co. Series is AMAZING. i highly recommend for dms who want to do something new
Sound like White Wolf ghosts ( e.g. haunted house in VtM: Bloodlines). A terrific obstacle for the right sort of campaign. Thanks for sharing.
Now i know how to introduce a legendary item to my players and make it really feel like an achievement. Thanks Dael!
In my setting there is a bank that gives out very generous loans, but if the holder doesnt pay back the loan before they die, the bank turns them into ghost indentured servants that work off their debt at a rate of 2sp per day. Most people take it thinking that they have eternity as a ghost so why not, but its a depressing, dreary existence. Some have been in service for hundreds of years.
So, the Orzhov Guild then.
Gosh this old stuff is still so so good
Love the spooky background music.
I'm wrapping up a really long Extra-dimensional Haunted House adventure for my Pathfinder group and I was looking for a good one-shot idea for Halloween this year. I think you just gave me all the inspiration I needed for it. Tanks!
Fuck yeah, I'm absolutely taking these ideas and workshopping them for my upcoming halloween one shot.
In response to your question at the end, what halloweeny thing am I throwing at my party? A survival oneshot, based of Michael Jackson's Thriller. Here's the trick, they don't know that's the case. The music is gonna be thumping synthwave and about half way through the adventure, when the clues start coming together, BOOM Thriller plays, and that's the reveal of what's going on.
The basic idea is Michael Jackson is a lord that has invited everyone to his prviate estate, which at the strike of midnight, gets plunged into hell. Their goal is to survive till dawn, while completing objectives, or they lose. It's filled with grizzly ghouls, a beast of 40 eyes, and a funk of 20 thousand years. There is an additional mechanic, where if a player dies early, they come back as a zombie and get to keep playing, but in league with Michael Jackson's Musical Army and dance group. On top of that, each player will have a secret objective and special power associated with the theme and their characters. Some of their secret objectives will put them at odds with the other players.
The basic dungeon will be set up into a mansion split into 4 wings. Each wing will have a different gimmick. And the end goal is to find a way to the alter underneath the manner. You have the haunted wing, the time manipulated wing (which rewards the players with that time travel mechanic from dishonored 2) and other stuff that I'm still designing. The structure of the adventure is that they'll be dropped in right as the clock strikes midnight and they'll have to complete some, but not all of the objectives and get to the end before dawn. It's gonna be aping 80's B horror movies with a dash of absurdist humor. Can't wait.
1:55 “an emotional echo”
I don't know much about how they work in DD5, but in Pathfinder the ghost (on top of being incorporeal which makes magic necessary to fight it) when defeated is not actually "killed": it comes back a few days later and just continues its haunting.
My favourite ghost (I haven't yet run the game it is in, unfortunately) is only active during specific periods of time. It would exist only when the moon is visible and only be dangerous during the night. Defeating it normally only makes it disappear until the next night ; to defeat it for good you have to either finish the unfinished business or other esoteric stuff (technically a wish spell would work too). I like the idea about the weapon of the murderer, and it can creates very interesting situations, so I am stealing it.
The most important thing about that ghost is that it has two shapes at the same time:
- the Spirit of the dead person: it looks like the dead person, and it acts friendly, but it is mute so it can't explain the situation. It also can't do anything against the Manifestation. If defeated the Manifestation disappears too and both will came back the next night.
- the Manifestation of its grief: it doesn't have a stable form, and tries to protect the Spirit. That's not a reasonable entity, so for example it could decide that any living person should die so the Spirit is safe from murderers, or that the village should burn since the spirit is afraid of the night and the light of the flames would reassure it. If the Manifestation is defeated, it reforms immediately around the Spirit.
Typically the Spirit is indead an undead: what remains of a dead person who couldn't completely pass to the afterlife. The Manifestation is a creation of this undead, so it resembles a bit the "emotional echo" you talked about. In the case of the ghost of my scenario, the spirit is what remains of a young child who died in an orphanage while it was raided during a war. The Manifestation is a mix between what this child remembers about the protective tutor of the orphanage and the violent soldiers who raided the place (and also a bit of all the other characters the child remembers about). Those are closer to the nightmare of a child than to real people.
I started following for the D&D stuff and stayed for the stories you tell on myths and lore. I watch them when I'm on break at work and have went out and picked up a few books on the subject because it sparked an interest I once had as a kid. I think it would be interesting if you mixed the two. Like giving characters and items from myths and legends game world stats. I know people have done this with popular characters and items like Merlin or Excalibur but I'd like to see if you would do anything different or go over some of the not so well known hero's, villains and items. Just an ideal.
Thanks so much for your take on Ghosts! I incorporated this into a recent One-Shot and my players had a blast. (Even though the Barbarian failed the VERY FIRST check to resist getting possessed... oh well! XD)
Real good system stuff for a ghost, with great plot anchoring! A cool trick monster that still engages the non-puzzlers.
For the Nova ultimate, you could snatch the Banshee's _Wail_ attack, dropping those who fail their save to 0hp. Doesn't kill the party outright, no matter how many (or few) hp, but sure frightens them and gives the Cleric something to do (assuming they make the save themself).
I have a sketch for a BehindTheScreen article somewhere on making ghosts matter narratively, inspired by a splendid philosophy talk on Grecian tragedies I attended. Maybe it's time to break that out and actually throw it together.
Ooh, do it! That sounds like such an interesting read!
I run a campaign bi-weekly and just realized our next session is on Halloween, so I'll try to apply this!
I like your background OST- DA:origins. Classic!
I had a small plan to put my future campaign through an abandon ghost city where a plague broke out and they have to solve some puzzley maze, or fight a beauty to get an artifact that is actually a puzzle piece. Thanks to you and some tweeting I could use these guidelines to make getting to the crypt or whatever a little harder with those lair actions but in the city, that could be fun
Great take on ghosts! I only found your channel a couple days ago and I’ve burned through a lot of the videos. Your play/DM style is so quirky and creative, I’d love to be a player at your table. For the scissors you keep kicking, try masking/gaffer’s tape for marking the floor spot for your focus point.
I've been thinking to run a ghost someday and the vanilla was SO bad, nothing like what I wanted, and this was just amazing. Keep up the good work!
6:10 Please, someone GIF that! "I wanna get my creep on!"
This video was great. I love your take on goasts. It sounds like you love to make your players look back and forth at one another with wide panicked eyes, as I do. Keep it up.
My Halloween nightmare for my table: They're a tribe of goblins... and while they're going about their business, an over-zealous Paladin crosses paths with them... annoyance ensues.
When I'm playing the Goblins, having a bunch of OP adventurers is my worst nightmare...
I adore your DnD content. Please make more! I will watch every one
I love the possession revamp!! Honestly, genius
this is great. i wish this video had existed a few months ago haha.
i recently ran my party through a haunted house that they were allowed to have if they could free the house from the ghosts.
they had to face two banshees and it was intense and fun but this stuff wouldve made it so good
Now why didn't I think of that? I will definitely refine the NPC who attacks on multiple initiative counts for my personal GM style. Thank you!
This is pretty awesome! I'm totally going to use this for a Halloween one shot this year!
I'd recommend checking out Matthew Mercer's Lingering Soul race. While I wouldn't use it in-game for when a player dies as a rule (as per the actual race template states, actually), a player, in that specific setting, having their soul temporarily ripped out of their body and thus being the only way to interact with the ghost could be an interesting turn of events.
I think lots of damage is more effective than instant death or nothing because it builds more tension
You've inspired me to put in a spooooky ghost in an upcoming game! The Ghost of Brackenlow Bridge vineyards shall haunt my players. Going to give the lair actions a host of illusion and psychic attack spells, such as Dissonant Whispers, Phantasmal Force/Killer, Crown of Madness, Synaptic Static when it screams... It's gonna be good.
Oh, and Dream. I hope the players spend the night!
For my game, I'm starting off my new Homebrew campaign by running a horror adventure in The vein of Sleepy Hollow.
And you can bet the headless horseman is running amok, laughing mad and killing everyone he finds until the players stop him.
Thanks so much for the bag of ideas. I too feel that ghosts as written were either unkillable,or if you have magic weapons they are too easy
Kingsmill! You're an adorable human being. :D
On the video topic though: This is some dang solid advice and we pretty much had the same idea about Manifestation when the players pinpoint aspects of the ghost's existence. I'd probably add on a mechanic that has maybe an incremental effect, so for each aspect you uncover brings into a more tangible form (which could be done with giving them AC, Saving Throws, removing abilities or decreasing their range of said abilities, etc.)
In previous editions, I seem to remember ghosts reforming if they are killed or turned. So the only way to permanently deal with them is to resolve their trauma
Ive always wanted to do a "haunted mansion" you have inspired me!
Whenever certain characters die in my games I plan to bring some of them back as ghosts
Love these ideas, will definitely have to use them.
I was just thinking up a ghost concept to kind of subvert the unfinished business trope: a ghost or ghosts who think being trapped on the mortal plane is a neat sort of loophole to that whole death thing, and don't want to move on. They like to possess people to feel alive again, and will immediately try to do so with some of the PCs (or any NPCs that may be tagging along) then proceed to carouse and going about accomplishing corporeal things they can't normally do. They do have some sort of past trauma or unfinished business, and it would the goal of the players to resolve that for them against their will (making them very upset in the process).
"vauge but evocative" is also how my lovers describe me
I think a way to use the MM ghost stuff along with this is to possibly consider necromancer or general entities that raise dead. If ghosts are a more natural phenomenon (as this video implies when I believe you said you don't consider them undead in this format) that is bastardized into becoming undead through magic which is how you get the kind of ghosts in the MM. Or maybe they're just particularly weak ghosts or ones that were manifested at some point but something happened to interrupt those that tried to help them
Only being killed by the weapon that killed them in life is BRILLIANT! Hooray for Narratively-Satisfying Mechanics!
My DM trick for Vampires is that they can only be permanently killed with a stake made from the coffin they were buried in. It's also the only place they can reform in, if brought to 0 HP, so they have to protect and hide their coffin from all these meddling adventurers.
btw, I like the music selection you use here
Found your channel... binge watching it.
In today's video, Dael teaches us how to change all of our players' last names to Winchester. I liked the idea of making it function like lair actions to begin with to build the tension. That's cool. The only thing I've done like that before is having the entity float by in the background, or appear for a second and then vanish before the players can do anything about it.
DM- "Make a Perception check."
PC - "I got a 21."
DM -- "You see a young girl standing next to the door, dressed in fine clothes. No one else seems to notice her. She looks at you and starts to ask you a question, as a wound appears on her throat and her dress is instantly covered in her blood. Then ..... she vanishes from sight. What do you do?"
Exactly. Even better if you use whispers so the other players don't hear it. people freak out over that kind of stuff.
Great piece on implementing ghosts in a satisfying way. Dope. If you're looking for critiques at all: you went on a bit of a tangent on how you lay out your statblock, when I think all you needed to say was "I lay out my statblocks this way because I personally find them more useful that way" and then if there was interest you could follow up with another video, social post, etc.
This was very spooky. Great video.
Taking a group of 8 players out to a rural cottage to run a two day fireside adventure loosely inspired by The Evil Dead. Basically going to try and murder everyone with a combination of undead, demons, and plant monsters.
Friggin sweet!
I certainly hope so. I haven't run for a group this big in 15 years or so, and I've committed myself to a marathon. Catastrophe is on the table. But it looks so cool in my head...
Either a break the haunt one shot or a kill house one shot (think H.H. Holmes hotel) but obviously ways to get out of traps
might steal some of those ideas for an allip encounter i have planned :) great stuff
I ran a haunted house session themed off of this idea last night. A double murder suicide. A divination wizard studying the effects of herbs enhancing his visions killed his wife and son and then himself. The mother haunted the house until she was (A) trapped in a circle of salt (B) reunited with her son by putting their two skeletons together in the greenhouse (C) murder weapon destroyed.
These were all great ideas and after surviving the effects of four haunted rooms including a phantasmal force fire in the library, a flood of blood in the upstairs hall and attacked by mantrap plants in the green house my players discovered all three resolutions in the same round in different parts of the house.
It all came together wonderfully. Thanks for the idea and the framework.
This sounds completely awesome and I'm so stoked to hear it!
Great video as always, really enjoyed it. Saw the length and thought "wow, 20+min Dael vid, is it my birthday?" Very flavourful.
I love the idea of dropping little clues about what happened to the ghost to help the players help the ghost. Taking that philosophy and you get something like using a phantasmal force to re-enact or play out some of the awful things that have created this overflow of emotion, so in some cases they literally have to battle through the source of the emotion while learning about the no-doubt juicy backstory the GM has cooked up.
Halloween plans for my group? Nothing particular... except having them meet the character who the whole setting was built around 3 years ago. Dude's got 2 gods in his head fighting to make him their avatar and there's a lot of emotion and pain involved for everyone. Was already planning on having a bunch of his memories manifesting in reality as he tries to continuously establish his identity to prevent himself from being taken over and erased, so this ghost video's given me some great ideas. Thanks Dael!
This is a great video, I was trying to mull around a good haunted ship and I think I have a good start now
Watch John Carpenter's "The Fog" for a great ghost ship idea, a reason for them to haunt a place.
Ghosts can also make a great dues ex machina. If you're characters get stuck, or can't find the clue, or whatever, try this; A ghost of a previous adventurer who was slain in this dungeon fades in. The ghost thinks the PCs are its party. It helps them out until it reaches the part of the dungeon where it died. The characters find its body, with its treasure, and dun-dun-duuuuun the secret clue they will need in the next part of the dungeon. If they don't continue on and avenge the ghost then it will follow them on their adventures haunting them.until they do.
So spoopy! This makes me want to run a haunted house...
Your ideas are amazing
This would be good for a Call of Cthulhu session. The Sanity trait could be played with to great effect.
Shades in the Greek style. They want to drink the blood of the living, and if they get enough, they become solid, gaining new powers but also vulnerability.
perfect timing. I'm so glad I found this. I'll have a ghost in the game I'm running tomorrow. you've inspired a plot hook/ side quest.
My players had to retrieve a missing (living) child from a haunted mansion. They went full murder hobo on the innocent ghost outside the mansion who would've rewarded them with a level if they reunited her with her brother's ghost (who was hiding on the top level), then burned said brother's bones and thus sent him on to the afterlife, somehow managed to avoid all encounters and only trip one innocent trap, and found a room with six statues that did the Dr Who "we'll move if you blink" thing. But they were thoroughly spooked and good fun was had :D
Oh, and they did find the missing girl. The things that lurked in the dark demanded that they could only leave with the girl if a party member stayed to play hide and seek with them in her stead. Their solution: sprinkle salt around their location, then bash their warhammers at a bricked-up window until it gave way and use their ropes and pitons to escape that way. Gotta give 'em points for creative thinking.
@Dael ... It's all about how you run the ghost. They can move through objects and has horrifying visage, and most importantly they can possess people. What I like to do is also give them limited invisibility. Like you said, using the traditional methods can either force the ghost to appear. Magic weapons are like a cross to a vampire the ghost will always try and wait out the party's investigation or like a poltergeist it will wait for opportune times to try and get rid of the item. Just my 2 cents. Good Shit Girl..!
I am pretty sure subscribing to you was the best decision I made recently.
Naww, shucks!
In most legends I've read a ghost can be temporarily made incorporeal with cold iron, and held at bay with lines of salt.
Fantastic. Outstanding.
Might have to have those illusory manifestations be flexible in terms of strength if you're essentially relying on saves to determine party size. Might be a bad time if you're expecting 3 of the party to fail and the fighter and barbarian hit nat 20s on the save or something.
Love the ideas here! I've been working on some rumors to seed a new location with - looks like there's going to be a haunted manor!
GREAT vid! Good job as usual!
One way to mess with the players in a haunted house is if the map is more tesseract in design, where the map doesn't work with standard geometry. If not a traditional tesseract, one where the doorways between rooms are portals so you could walk out the east doorway of one room but enter the next room from the south. Kinda like how some of those mazes in old Zork style text adventures could confuse the player.
Add another layer on top of that... "rotation". The "portals" connecting rooms to other rooms shift around in an ultimately predictable pattern. So say you've got four room connected in such a fashion, Room 1 is initially connected to Room 2, but within a certain period of time it's instead connected to Room 3, and then later on the Room 4, and then all of the connections shut down because they're connected to their own doors (Room 1 to Room 1, and so on).
I guess some of that depends on how much time you have, though, and whether it's connected to time generally, or if the portals switch every time one of the doors is opened and closed.
Essentially a Scooby-Doo, everyone runs into separate rooms and then all run out of the same room together.
John McMillen or like some say have the house or building have been rebuilt after the original burned. The ghost adheres to the original floor plan while players have to focus on the physical floorplan. This could mean players are hidden from the ghost even in the same room and vise versa.
John McMillen or like some say have the house or building have been rebuilt after the original burned. The ghost adheres to the original floor plan while players have to focus on the physical floorplan. This could mean players are hidden from the ghost even in the same room and vise versa.
@@kfrews Brilliant, consider that idea stolen!
Damn... this is brilliant.
Here's my current take on it: A ghost haunts some place, person, or item. It can take damage, but when killed it's ectoplasm body discorporates. The ghost can then respawn at its haunt. To stop a ghost, clerics notwithstanding, you have to complete a side mission for the ghost to put its spirit to rest.
You talking about ghosts being tied to an emotion is an interesting idea. They could affect the players that way, forcing the living to replay the moment of death for the ghost. I feel this works better in games without fighting and magic though; Dread comes to mind
Edit: I should lewrn to watch the whole video before commenting. You talk about this at 10:52. Good job being on top of things!
I dunno if you've ever watched Buffy, but the episode "I only have eyes for you" is a favourite of mine and one of my top ghost texts; it plays around with that idea really well :)
Just ran a halloween haunted house murder mystery one-shot inspired by this vid. Went well, thanks Dael :)
The Ironclaw system differentiates between Ghosts and Shades. Ghosts are actually the spirit of a person or animal left behind, and they maintain some degree of their original intelligence. Shades, on the other hand, are more what you're talking about: An imprint of a strong emotion that manifested in the real world. Shades have their own personalities based on that emotion, and thus their own goals, logic, and ideas about the world. Because they are formed of ideas, they conform to strange rules, based on intent. They can go through doors, for instance, because doorways involve the idea of entry and exit, but they can't go through walls because the idea behind a wall is to keep things out.
It's not explicitly talked about in the rulebook, but for the campaign I'm currently running, I made it so that Shades, while they can linger indefinitely in the real world, can exist at the same time as the person who may have manifested them, and that person's worldview may have changed drastically, potentially even opposing what they once felt strongly. Likewise, I like the idea that a Shade can manifest from strong emotions of a group of people, like in a war where no single individual generated it, instead manifest a very strong amalgamation of the same strong feeling, which can take on a "life" of its own.
Lots of possibilities, and kinda seems like your wheelhouse, even if the system isn't something you play.
We see Ghost Possession exactly the same - a chance to grant characters a "peek behind the screen" and to create unexpected paths to clues.
It's when you have rival Ghosts, who killed each other in real life, that things get heated.
I've written an encounter where the ghosts of parents possess (or attempt to possess) player characters to lead them to the makeshift grave of their dead infant. Reburial is the key here, but both parents are Teiflings and the local town fears/distrusts them. It becomes an issue of burying a "hated" species in holy ground. RP heavy.