Jul 2, 2023 12:56 pm
Pick Your Haunt
Have every member in the group make a 2d10 roll, then pick your favorite roll combination to establish the baseline for your Haunt.
These rolls will help give you a foundation to start with, but be sure to elaborate on them. Take turns around the group adding on at least two details for both the location and cause of the haunting – if you roll "College," what kind of college is it, and is the focus a dormitory or class hall?
If you roll "Disappearances," decide whether the disappearances were of specific types of people, or occurred at specific times. When did these events happen?
Are there conflicting versions of events? You want to craft a few tantalizing hooks here, but not over-explain the place – you’ll be developing the details of the haunting during game play.
Dice #1 will determine where we are, while Dice #2 will determine what is rumored to have happened there!
Dice #1
1. Mansion
2. College
3. Asylum/Hospital
4. Prison
5. Ocean Liner/Freighter
6. Hotel
7. Casino
8. Military Fort
9. Theme Park/Circus
10. Industrial SiteDice #2
1. Serial Killing
2. Massacre
3. Murder-Suicide
4. Tragic Accident
5. Disappearances
6. Doomed Love Affair
7. Forbidden Rituals
8. Profaned Sacred Ground
9. Witch Hunt
10. Evil Experiments
Have every member in the group make a 2d10 roll, then pick your favorite roll combination to establish the baseline for your Haunt.
These rolls will help give you a foundation to start with, but be sure to elaborate on them. Take turns around the group adding on at least two details for both the location and cause of the haunting – if you roll "College," what kind of college is it, and is the focus a dormitory or class hall?
If you roll "Disappearances," decide whether the disappearances were of specific types of people, or occurred at specific times. When did these events happen?
Are there conflicting versions of events? You want to craft a few tantalizing hooks here, but not over-explain the place – you’ll be developing the details of the haunting during game play.
Dice #1 will determine where we are, while Dice #2 will determine what is rumored to have happened there!
Dice #1
1. Mansion
2. College
3. Asylum/Hospital
4. Prison
5. Ocean Liner/Freighter
6. Hotel
7. Casino
8. Military Fort
9. Theme Park/Circus
10. Industrial SiteDice #2
1. Serial Killing
2. Massacre
3. Murder-Suicide
4. Tragic Accident
5. Disappearances
6. Doomed Love Affair
7. Forbidden Rituals
8. Profaned Sacred Ground
9. Witch Hunt
10. Evil Experiments
Rolls
1 Functional 2 Abandoned - (1d2)
(1) = 1