One Shot Horror

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This one shot horror adventure is going to based off a huge haunted mansion.
Here a few links to give you a hint how this mansion is going to be.
 en.wikipedia.org/wiki/Rose_Red_(miniseries)
en.wikipedia.org/wiki/Resident_Evil_(1996_video_game)

The Story

 
The party was sent to investigate this mansion as stories of people never returning from there. 
The home owner said that he is not responsible for trespassers that enter his mansion and
that his only job was to maintain the mansion that was originally given by the first home owner.
Little do the party know that this mansion is alive and it's only goal is to devour the party
by sending their bodies to the heart of mansion which is the furnace.

What Is Actually Going On?

The party walks into a big gaint trap and must find clues on how to escape or defeat the house. 
I'm going to focus on building this adventure as a 9lv adventure. I'll think about making a 15lv
adventure, because the stronger the party, the stronger the house.

This how the adventure going to be.
1. It's time limited. The party got to get out of there by midnight.
2. It encourage Split The Party, because it's faster to find clues these way. 
3. There gonna be a really powerful enemy they are going to avoid at all time.
4. Discovering history about the house to help you escape. 
5. Most important of all. The sweet sweet loot. 

The House Always Win

Here a list of things that the Evil House can do.
1. It can repair itself. Any damage to windows, walls, doors, all will be repair in 1 hour. 
2. It can make monsters. There a special chamber where they breed them. 
3. It control all the traps and doors. Unless you leave the key in or destroy the trap,
it will relock or reset itself. 
4. The house knows where you are at all times. It's impossible to hide. 
5. It can tell the BBEG where to go, so the BBEG is always following you.
6. Anybody that tries teleport inside the house will be redirected and capture in a room.
7. The house is teleport into another plane, but there are ways to get back. 
8. The house can only deploy 3 traps per hour. These traps can not overlap one another. 


List of Monsters

1. Shadow Ghoul(3lv), just like ghouls, but summon by the house. 
2. Mummy(5lv), created by the house itself. Usually located below the mansion.
3. Ghost(5lv), lost souls inside the house that are forever trapped.
4. Dread, Wraith (13lv), house's soul. At midnight, the house comes out and try to take drain party's
life form. 
5. BBEG, (Special), a monster that goes into a frenzy when seeing several life forms.
6. BBEG 2, (Special), a powerful specter below the mansion that will kill you if you scream in fear. 
7. BBEG 3, (Special), the freaking house keeper himself. Located on the higher floors of the mansion.
8. BBEG 4, (Special), a swarm of spirits that's in the highest floor, until midnight. 

List of Traps
1. Fill Water Room: located under the mansion, usually used with monsters.
2. Ceiling Crush Room: Usually use to trap victims as there no way to crush all the items inside. 
3. Gas Room: A sweet smelling gas that put the victims to sleep for 1d4 hours. 
4. Phantom Force Room: Suffer like the victim that was brutally murder in this room. 
5. Dominate-Person Bathroom: Looking in the mirrors active this trap and the dominate
person will stay there until the BBEG comes. 
6. Maze/Illusion Hall: The victim spends 10 minutes per fail Wis check then get led to a room
with a trap or the BBEG, or both. 
7. Collaspe Hall/Room: Used to seperate a party member or cut them off. Only use on highest floor.
8. Curse/Confusion Room: The victim witness an event that cursed him. Until the curse is remove,
he gets disadvantage on Will Saves and acts randomly on the first sign of danger. 


Rules of Exploration

Edit: Currently working on this 
"The Hangmans Noose" from Paizo Publishing is a haunted house adventure though it's a little different from what your thinking of.


The only issue I can foresee are with the BBEG's and the house controling them. 

-- I would apply a few special factors to them. 

1) They are limited to which rooms they can go. This is mostly to avoid more than one BBEG in a single room. 
or
1a) One option would be to have the BBEG not controled by the house, maybe they will even fight each other when they meet. Something interesting to consider that adds a little flair to the big PC death box. 

2) Have the ability to be able to defeat the BBEG but only for say an hour before the house reforms it. This makes fighting one a drain on resources but not nearly that deadly right away, only after the house has played with you for a while. 
No wonder the locals hate me.

The only issue I can foresee are with the BBEG's and the house controling them. 

-- I would apply a few special factors to them. 

1) They are limited to which rooms they can go. This is mostly to avoid more than one BBEG in a single room. 
or
1a) One option would be to have the BBEG not controled by the house, maybe they will even fight each other when they meet. Something interesting to consider that adds a little flair to the big PC death box. 

2) Have the ability to be able to defeat the BBEG but only for say an hour before the house reforms it. This makes fighting one a drain on resources but not nearly that deadly right away, only after the house has played with you for a while. 



1)The BBEG can not go on each other floor, because some of them are actually bound to that floor.
The house keeper is the only BBEG that can go between floors, but most likely stay on 2nd floor.
The house do not control them, only tell them where they need to go to find the PCs. 
Think of it like a navigation computer telling it's soldiers where they need to go. 

2) the ideal of the BBEG is to drain resources. No way they can go to take on the whole party.
A single PC can go head to head with BBEG and have an easier time if have the right spells
or build or know the weakness of the BBEG. Once midnight come, things will get harder. 
The house is in it's full form, a new BBEG arrive, and most of the house is now fill with traps. 
Once 6:00 AM hit, the traps are gone, the house back to normal, and the PCs return. 

This adventure involves 6 hours of exploring(or looting) and 6 hours of surviving. 
If the party took risk and find some advantages, they can pass this adventure with flying colors. 
There even a way to stop the new BBEG form arriving after midnight. Got to explore. 

Weakness of the BBEGs

1. The monster on the first floor. He is slow, but goes into a frenzy if sense more then one PC. 
A single PC can easily distract the BBEG. 

2. The house keeper on the second floor. If you make a diplomacy check to talk about
the house, him, or ask for detour around the mansion, he will do it. Very easy going guy. 
This change after midnight, because the house tells him no more screwing around. 

3. The powerful ghost below the mansoin. He'll hit you with a powerful death effect if you
scream. He even got an arua that can force you to scream, but if you laugh at him then his
aura of fear does work on you for the rest of the adventure. 

4. The swarm of ghosts on the highest floor. Mindless souls that are now under the house's
influence. Those who fail to escape this house join the ranks of these ghost. 
Staying on the floor will get you attacked by them once or while. Going to a high concentraction
of them in a room subject you to more attacks. Being here on midnight is suicide.