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Sup /tg/, i am planning to have a one-shot horror this weekend with three moderately experienced roleplayers. Want to help me brainstorm some creepy events that will happen in this hotel room?

The PCs will be going there as journalists, pretty much 1408 mode, locking themselves in the room for 24 hours. I already have a list from 1408 with some common creepy events, any other ideas?
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Ghost blowjob.
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It's not exactly what you're looking for, but maybe you can draw some inspiration.
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>>35215483
i have that thank you.

Is it worth it actually locking them in the room or shall i let them run outside in an infinite hallway/frozen in time hotel/empty void outside the room?
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>drinks are replaced by poison
>towels are made of flesh
>uv reveals blood spatters everywhere
>there is another person in the group, acts like he has been there form the start
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Just love the whole "surreal horror taking place in a confined location" idea that seems to pop up occasionally around here, especially approaching the Halloween season. Are you looking for anything in particular? Do you have an themes you're working with, or a particular style of hotel or motel you want this to be set in?

>The bathroom, curiously, has two doors, one on either side. Exiting the bathroom through the second door brings you to another iteration of the hotel room, just slightly different from the original. You can do this again and again, entering the bathroom from one side and exiting from the other to find another permutation of the room after another.
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>>35215471
THAT'S MY FETISH!
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>>35215558
Tell them it will be focused in a single room
then halfway through the night, the door busts open but they find themselves unable to escape the hotel/their movement is severely limited in there. (Most doors are locked, corridors seem unreasonably long or dark)
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>>35215816
modern era hotel, 21st century, middle of the city. Theme is "ha ha i don't fear no ghosts" journalists staying on the purposely haunted room.

Alternatively, middle of nowhere motel, PCs stumble in to find shelter from the deluge while their car broke down.
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>>35216009
thats what i had in mind. shouldnt be too hard to keep them inside.

the room itself has 3 sub-rooms, the main bedroom with a king size bed and a mini bar, a living room with a TV, small sofa and table and a bathroom with a large tub, mirror, toilet, the works. Think 4 star hotel.
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>>35215816
Let them run wild, let them get stuck outside of the room, let them wander in endless looping hallways, let them attempt (and fail) to escape in various ways, then lead them back to the room.
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>>35215585

- Mirrors and photographs show more people in the room than are actually in the room.

- The rooms dimensions change slightly when no one is looking.

- The views out the windows are inconsistent with the hotel's location in space or time.
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>>35216100
for even better results, have them take the elevator. Totally leading down to the lobby, honestly.
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>>35216121
do elaborate a bit on the third bullet point.

Also
>shadows not following character movements
>mirrors not following character movements
>characters find themselves unable to remember what they were doing 5 mins ago

the universe is lagging inside the room, 'nowatamsayan?
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>>35216148
Maybe even an extra shadow
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>>35215455
They walk in front of x-ray machine and then see that skellington is inside them.
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>>35216148
>>35216180
I like the idea of shadows being wrong or even alive in the room.
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>>35216422
I plan to fuck with my players on a meta level.
>All four of you make it back to the room
>Four? But we are three!
>Oh right, of course, my mistake

Then it's gonna hit them and i will be happy
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>>35215455

Just for shits and giggles, I might be tempted to make the hotel room one of those little 1950s vacation cabins instead to build on the ideas of age and isolation.

Aside from that, I would try to associate danger and the supernatural with a particular color. The door to the cabin? Sky blue. The phone that keeps ringing off the hook and won't stop? Sky blue. The tile work in the bathroom with the hanging body? Sky blue. Condition your players to associate a specific color with danger, and then use that conditioning as leverage.
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>>35215455
Try "The God Complex episode of Doctor Who.
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>>35216454
>>35216719
meta horror is best horror

how about some more mindfuckery? slip notes to the players saying things like "you notice Jim wearing a different shirt every time you look at him" "You could swear noone has taken a shower but the tub is always wet"

Also mold. mold everywhere. rapidly accelerating mold.
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>>35215455
Altered perceptions of what other players are saying, fake fights, warped reality. They exit the room and they go into the bathroom, when they go through the same door it is the closet, there may be another door, I don't know. The point is they don't know either.

Gazing over the counter to the kitchen seems like a great distance, light begins to haze and it seems to be a window but a window that shows another room. The other room reflects the other players thoughts about that character, but in some abstract way.

One character's neck begins to ripple, coagulate, and boil. Finally their head begins to burst backwards, blah blah blah.
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>>35217057
these are great, but more in-your-face weird, which im sure can be used once shit hit the fan. How about subtler happenings tho?
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>None of the clocks are set to the right time, and are all randomized. Eventually, the PCs' watches and phones begin to display different times as well.

>The television only gets five channels plus a pay-per-view. These channels can feature anything from local news reports about the PCs, past or future sports broadcasts, or point-of-view footage through any of the PCs' eyes.

>The walls are rather thin, and the PCs can eavesdrop on the evening of the man and woman staying in the next room over. While their actual words can't be made out without a lot of concentration, their emotions come across clearly, as does the fact that their night is going from good to bad to murderous.

>The hotel is an old building, and some time ago a wall was built behind the door to the adjoining room. Insistent knocking issues from the other side of he door regardless.

>There is a man's hand inside the run freezer compartment of the room's refrigerator. From its desiccated, freezer-burnt appearance and 80s-style watch stuck on its severed wrist, it's been there a long time.

>The bible in the end table has been thoroughly annotated or censored.

>The room's bed has a big lump right in the middle of it, making rest impossible. Especially when the bump moves.

>The wallpaper in one corner of the room is starting to peel away from the wall. Should the PCs choose to pull it away, they'll reveal insane and frightening graffiti, bloody handprints or some other bit of madness.

>The lighting in the room is on the fritz and will occasionally blink out. When the lights come back on, all the furniture will have rearranged itself, or the entire room will have rotated 90 degrees around the PCs.
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>>35217514
These are great, more?
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something is actively resisting the PCs chaing anything in the room. Moving a chair, opening a window, flushing the toilet, nothing works. the room seems to want to remain locked at its present state.
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>>35217970

Alternatively:
There was a murder or ritual in the room back in the 40s or 50s, which is the reason the room is like it is. Over the course of the evening, the room regresses, bit by bit, back to that time, replacing pieces of furniture and decor with older and older versions, showing the players events that happened in the room between the present day and that murder or ritual like a horror movie played in reverse.
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>>35217090
Have multiple maps of the room, each one only slightly different, switch them out between breaks. If a player notices, just claim it's the same map.
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>>35218056
i like that more. maybe the ghost of the murdered is there trying to show how the killer actually was.

Thought topic: what is found on the ashes in the fireplace?
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>>35218150

You can have some freaky fun if the ghosts move or speak in reverse, as if time were actually rewinding in the room somehow.

As to the ashes in the fireplace:

>Half-melted video or audio cassettes with cryptic and worrisome labels.

>Teeth, one rib, and a heat-deformed glass eye.

>Hundreds of sheets of paper with the same two sentences typed onto each page over and over: "LOCK THE DOORS. LOCK THE WINDOWS."
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>The guest register shows 29 other people currently checked in. No-one appears to be inside the hotel, safe the pc's

>The phone at the reception keeps ringing. When the pc's answer it's either nothing, heavy breathing, a guest with a complaint or their own voice and responses played back at them.

>The wet floor on the third floor keeps slowly expanding. It doesn't seem to have a point of origin.

>In a bathtub there is water completely covered with foam. When a pc takes a closer look, they see the dead body of one of their party members. When he turns around or gets the others ro look at it, it's gone.

>There is a janitor out and about. He doesn't like to find guests outside of their rooms...

>The swiming pool is empty. The next time it's filled with water, with a couple of pooltoys floating in it.

>The groundskeeper's shed houses the master key. It also houses the groundskeeper.
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>>35215455
Have a mirror by the bed, and whenever the character looks into the mirror there's a box with a question mark on it on the bed. But when they turn around it's gone. A mystery box that you can never open.
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Ma'am i will not have you talk to me in that tone
>WHAT THE FUCK ARE YOU TALKING ABOUT? Our door is locked with a lock and key, there is no hot water and the walls are FUCKING PADDED! What kind of service is this?
Ma'am i assure you that everything we do is for your safety (whispers to someone nearby): Get the big guys to room 102, we have a lively one. Bring sedatives.
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>>35218385
oh...oooh i get it. The room isnt crazy, we are.
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>>35215558
Make the hotel infinite: when they reach the second floor, there will be the 13'th floor underneath, and the 13'th floor in its normal place, and when they reach the top floor, there will be stairs up to the 13'th floor (it's not another 13'th floor, it's the same 13'th floor, and when they go up or down, there will be 14'th and 12'th floor respectively instead. And when they go by the elevator, they go to the 13'th floor instead of the ground floor.
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>>35218314

Expanding the idea to include the whole hotel or motel makes me want to include that F:NV Dead Money idea that was posted in the Airport Horror thread a while back:

Once upon a time, a group of wealthy men had big plans to turn the El Engaño desert into a beautiful vacation spot. To these ends, in the 1930s they started building a resort town in that iconic, rambling Spanish Mission style so popular in Hollywood, sparing no expense in the construction of the hotel that was itself meant to be the new town's crown jewel. However, infighting between the builders and investors, mysterious misfortunes and an "incident" in 1937 together put a stop to the project and left a beautiful hotel sitting at the center of an abandoned half-finished town in the middle of the desert.
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>>35218588
got a link of that thread?

Thought topic: PCs are hungry, what eat/drink?
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>>35218588

>El Engaño is literally in the middle of the desert, built up around a sort of oasis, where there are no cell towers for miles.

>Announcements are occasionally made over the crackling loudspeakers by a woman with a nasal New York accent. Though usually banal bits of information about cross country travel or trivia about the abandoned resort town, each message carries a sinister undertone.

>Passangers and PCs are granted visions of both the past troubles and mysteries of El Engaño and of the future that never was, where vacationing 1930s movie stars filled the hotel and the town outside was set ablaze at night with neon and revelry.

>The hotel is connected to most of the major buildings and construction sites in town by service tunnels. The majority of these tunnels appear to have been walled off, barricaded, or bricked up.

>The floorplans of the hotel and the town around seem to shift and change, especially in areas of unfinished construction.
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OP, you could also take a look at the Night Shift threads.
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>>35218731
these and the elevator horror threads are what inspired me for this :) generally horror in confined spaces is one of my best.
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>>35218545

If you walk downstairs, the sign on the fire door for the floor below 2 should read:
>Lim x->∞ Floor sub(x) = 1
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Non-euclidean space.
Walking down a hallway does not lead to the same location as if you started from the end of the hallway and walked the opposite direction.
But make it consistent, so players who bother to learn how to traverse the area can actually do so.
If there are NPCs make it so some of them know how it works and they drop hints of how to get to certain locations.
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>>35215455
>The hotel was built on the ruins of a Spanish mission.
>There are things in the dark that the light keeps away, but not everything is afraid of the light.
>exits from the hotel lead back into the hotel
>fuck it, just read nan quest.
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>>35218588
>>35218683

I might end up running this idea myself, and if I do I will definitely include:

>>35219024's

Ruined Spanish mission idea as part of El Engaño's long and mysterious past.
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>>35218774
Non-Euclidean spaces are a hallmark of /tg/ horror, and rightly so. There are few things eerier than exploring spaces that should not exist if that shift and move around you.

>The room's dimensions change at random.
>Doors and windows appear and disappear at random.
>Drawers or the mini fridge become literally bottomless.
>The ceiling in the bathroom grows a little taller each time you look at it.
>Doors are no longer wide enough to fit in their frames, or are suddenly too wide to.
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>>35218664

>food is now maggots
>anyone brave enough to eat finds out maggots arent real
>a decanter with expensive brandy appears with enough glasses for all
>a decanter with deadly poison appears with enough glasses for all
>eyeball candy
>PC cannot drink anything, it bounces off their mouth, as if it is closed

irrelevant
>sleeping makes you age rapidly. 20 minutes results in 5 years age. Staying awake might be difficult after some time.
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>>35215455
On the bathroom wall is written "All that you love will be carried away."
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>>35218664

>Room-service is announced at the door, and none of the characters can recall ordering it. None can recall the face of the person who brought it either.
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>If the bed, dresser or other large piece of furniture is moved, the PCs can see a rough hole knocked through the wall and into a sort of crawl space, lit by bare, flickering bulbs.

>A hole randomly knocked into the wall will reveal a dry, shriveled face inside. If the PCs choose to investigate further, they will find the walls are stuffed with mummified bodies.
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>>35215455
> Random inscriptions appear on the wet bathroom mirror
> Someone is walking down a corridor. You try to chase them? They go round the corner and disappear
> The TV doesn't switch off. You pull the wire? You manage to do that, but it still works
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Be coherent. If you just pile on creepy bits you end up with a trope salad that doesn't make sense at all.

Sure a disconnected phone that keeps ringing is a nice stunt. But it will just be a passing moment unless it is embedded into the hidden story somehow.

Maybe a girl that was killed by the same horror 20 years ago keeps trying to warn the PCs.
Or maybe not being allowed to pick up the phone when her friends called again was why she murdered her parents. Whichever it is, it will be a hundred times creepier than just the ringing phone by itself.

Horror lives off the contradiction of fear and curiosity, so there has to be something to discover in order to drive the players on. And not investigating should seem more dangerous because a possible threat remains unknown.
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>All the people in a family portrait downstairs seems to have disappeared from picture.
>Upon closer inspection turns out it was a window

>Think you see a ghost in the foyer
>Panic and run away to your room
>Later find out one of the guests had hung themselves in the foyer
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>>35217514
>The hotel is an old building, and some time ago a wall was built behind the door to the adjoining room. Insistent knocking issues from the other side of he door regardless.

Use this door and let the players explore the hallway on their floor. If they explore the floor before shit goes down it's a regular L-shaped hallway, and when they explore it after shit goes down when they turn the corner they see their room number amongst the other rooms. They can't open the door with the room key and if they try to knock say nobody answers, meanwhile if at least one of them is still in the room they begin to hear knocks and someone trying to open the door with the wall behind it.
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I have an idea on the shelf about a spooky house where an incident occurred during a stormy night that broke reality.

There is thunderstorm atmo in every room, but the intensity differs. The players have to discover a hint that the storm that night was ever increasing in intensity. Then they have to reconstruct events according to the acoustic time line in order to understand the spook and break it.
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>>35220104

Dead Money/El Engaño idea Anon here, wondering how you might properly construct some horror based in an abandoned, half-built desert resort. The way I see it, the prominent themes would be 1930s Hollywood glamour, broken dreams, old curses, betrayal and regret. How does one approach making horror this way? I have my ideas, but you seem to have a good handle on things.
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>>35220611
History. The resort was planned against the resistance of the local population. There were riots and people were killed by hired toughs. Then the investor was mysteriously murdered while visiting the construction site and the project collapsed, leaving behind a destroyed valley and a skeleton of an outdated hotel complex.

Go into detail with the story of a local who was killed and the story of the investor. Maybe the local became a banshee and haunted the investor to death, now she's out to do the same to any foreigners with money. Or the hotel complex was really a ritual temple erected by a new cult on an ancient site. The shaman discovered this and incited the population against the cultists. So in a desperate effort to save their temple they unleashed something, but it went wrong and their high priest (investor) was killed by it before it made off into the forest where it is said to linger still.

Dramatize, collect details, make clues, and spread them over your map.
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>>35220611

Not >>35220104, but in agreement with >>35220765 in that you need to really know your setting's history and present it in layers for your players to dig through and unearth all the skeletons buried there over the years. You've potentially got a lot of great stories at play:

>Why was the original Spanish mission abandoned and left in ruins? What happened to the missionaries? Is this where the curse started? Is there anything left of the mission buried under 1930s resort sprawl?

>Who were these dreamers who thought to build a resort town in the middle of the desert Southwest? What were their hopes and dreams for El Engaño? What happened to them during construction that they had a falling out with each other? What did they do once their dream fell apart, only half-realized?

>What about the actual construction crews and resort staff who had to try and make the investors' crazy dream a reality? What sorts of accidents and mishaps befell them as they worked? What was the Incident of 1937? What made them finally throw down their tools and walk off into he desert? Did they ever even leave?

>Who has found El Engaño before your players? Is it well and truly abandoned, or has it had different owners over the years? What happened to them? What happened to other people who have had to try and stay here or have been lured into the night by a neon glint in the desert?
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You should look around for hotels with rooms that are reasonably lived and suitably creepy and run your game in one. For added effect, hide speakers or accomplices around to freak out your players.

That is, if to don't think that their shouts will get you all arrested.
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Bumping this thread for, hopefully, more interested parties' involvement.
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>>35220611
I think the resort should have run for a season in the 30s. Just so that there were people there. You're throwing out the whole Shining haunt if there never were guests at the hotel. And 30s hotel guests make great spooks.

Then describe the ruin as art noveau beauty in severe decay, but enough still visible to recognize world class architecture. It becomes more endearing if it was a real tourist paradise.

Another angle could be an expedition that was in the forest/mountains/caves and came back to the hotel before things started getting strange.
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>>35225557
I definitely think that having El Engaño Springs Resort actually open for one season adds a whole lot of intrigue and pathos to the potential story.

>Sure, the construction crew walked off the site and into the desert while they were still years shy of completing the job, leaving over half the resort town a collection of empty building shells, but with a few well placed "decorative" iron gates and a little Hollywood movie magic, none of the guests even noticed!

>Sure, bribing all the big studios to send their A-List stars and starlets on vacation to El Engaño Springs took the remainder of the Investors' personal fortunes, but look at how many other guests and what great publicity they've brought along with them!

>Sure, the entire resort has been troubled with setbacks and mistakes and accidents, some might say cursed with disaster, but we've managed to keep all that under wraps, and the entire staff from the maids and the chefs to the entertainers and the management are ready to give their all to make El Engaño's opening season a glittering, star-studded affair the world will never forget!

It makes the whole story so much better and so much worse, knowing that so many dreams and ambitions were almost, ALMOST realized before the "Incident of 1937" happened. Something so horrific and senseless that it crushed those dreams completely, dooming El Engaño Springs to a swift death and restless afterlife.
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>>35216181
thats to far
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>>35218588
I really liked the idea behind that DLC but didn't like its execution. Putting it into a horror game seems much more fitting.

>The guest book in the lobby already has your names on it when you enter. They are the first names on the list on the hotel's proposed opening day.
>A lot of decorations and signs seem to talk about a/the party member/s as if they were important to the hotel back in the day
>They are literally the guests of honor in every way.
>The windows are nailed shut with chickenwire in the glass, the doors lock with heavy security doors on the outside, the utility tunnels blocked
>And then the band stars to play
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>>35228218

The execution, in gameplay terms, could have been improved upon, but I loved the story and heist/ghost story theme of the DLC a lot.

>The painted film-sets and props used to make the town look complete have degraded to the point that the Hollywood magic has failed, revealing the construction to be abandoned and only half-finished.

>The hotel and everything inside it has been left just as it was after the Incident of 1937 occurred, painting a bizarre and macabre picture of events long ago.
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>>35228833
They really were the best ideas but the game system, I feel, was not really made for such things. Especially when you can ignore the final messages/moral of the story with a bomb and some glitching.

On the other hand, GET PAID!

>The loudspeakers are always playing music, but years of lacking upkeep cause the music to come out distorted and warbly.
>Except when it isn't.

>Years of being isolated and uncared for has caused the desert to start to reclaim the resort surrounding the hotel. Though thanks to intelligent design, the hotel will never be affected by the encroaching sands.
>Except when it is.

>All animals will retreat from the hotel. Not even vermin will enter it. They're not allowed
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>>35229018

I like all of your ideas, and can really imagine the edge of the resort town being lost to sand and gravel and scrub brush and cacti. Also, the resort's PA system would have to play a big part of the eerie proceedings there, both in terms of giving hints and clues and threats and scares, and allowing me to play some ambient music through them to put my players in the proper mood.
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>>35215455
my friend is running this game for me, pretty light hearted stuff. so i take this job to kill some pests (rad roaches) and find a bricked off room. being curious, I bust a small hole in it can crawl through. walking down a dark hallway, pipes running along the walls venting steam. All kinds of creepy stuff is happening now. I want off this ride.
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>>35229018
>>35229719

https://www.youtube.com/watch?v=unV3EaTXltY

>>The loudspeakers are always playing music, but years of lacking upkeep cause the music to come out distorted and warbly.
>>Except when it isn't.

It must have been music, you think, that... that noise... coming out of the weather-beaten loudspeakers built into the walls of the hotel and the town below. You can still discern the breakup of the stanzas, you can recognize the choruses when they repeat and you can even pick out a lyric or two if you really concentrate. Yes, it must have been music once, a long time ago, but it certainly wasn't music now. After decades of neglect and degradation, recording media and PA system both warped and distorted whatever it was they were trying to play so badly that the resulting noise was sad, lonely and unsettling: a lullaby-dirge the El Engaño sang to itself to sleep to.
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>>35217514
>>The bible in the end table has been thoroughly annotated or censored.

As the night goes on the party begins to find biblical phrases scrawled on things in the hotel room, initially really subtle places like the underside of the desk, but as time goes on it spreads to the walls, the ceiling, eventually the players start to find phrases scrawled on their own skin.

Alternatively the PC open up the closet... only to discover a skeleton has been hidden there!
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>At one of the hotel's smaller dinner theaters, the marquee above and framed playbills beside the doors advertises the act of a comedian, amongst other minor performers'. While inside one begins to hear hurtful, if funny, insults directed at them, starting off mild but slowly getting more and more personal and mean-spirited as the "act" goes on. All the while this goes on, one gets the impression that they are being laughed at behind their back by a vast, unseen audience.

>Another lounge featured the song-stylings of the "Scarlet Starlet," a young, blond-haired woman in a red dress who had taken up crooning at the El Engaño as the stepping stone to true Hollywood greatness. Her dreams and her life ended by the Incident of 1937, she still haunts the lounge, waiting for her time to shine. You may be able to get some choice information about the resort and a song from her, if you can convince her that you are the once who can give her the big break she's been waiting so long for.
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>>35215455
>Want to help me brainstorm some creepy events that will happen in this hotel room?

Uuhhhmmn, sure, let me think about it for a moment...I'm not really good at writing "scary" stuff..

>Upon leaving and coming back to their hotel room: all the furniture has moved by half an inch.

>At exactly 1:35 AM for exactly 5 minutes: everyone in the hotel is gone and in their place remains a pile of their clothing or whatever they were wearing (if they were naked they don't leave anything behind). No one is aware of this and after the 5 minutes is up the entire hotel is back to normal as if nothing had happened. No one that is except for one person. In that 5 minute break they are the only person to NOT disappear and are fully aware and present to experience the happening. One person.

>On one of the floors of the hotel there's a vending machine. The vending machine sells perfectly normal snacks, but inside every snack package/wrapper there contains a small "fortune cookie note". The note says in one sentence what you're afraid of.

>In one of the hallways there's a single balloon. It is impossible to catch and always looks as though it's at the "end of the hallway" and whenever someone gets close enough it gently floats behind a corner or something. If more than one person is viewing it from the end of THEIR hallway they observe the opposite/mirrored action.

>In ANOTHER hallway there's another Balloon. It is constantly hovering -just- slightly out of arms reach. It CAN be caught though if it's cornered. If it's touched by a person it will "pop": blood, teeth, fingernails, and a lock of tied hair falling out onto the floor.
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>>35231192

Part 2

>Before doing this: pass a note in secret to everyone but ONE player. The note reads, "There is nothing in the closet. Please do not acknowledge the thing in the closet both in character and out of character." In one Random closet in the hotel (it could be the one in their room, it could be a broom closet, etc.. ) there is a painting. The painting is photo-realistic, lined with an ornate frame, and depicts the REAL LIFE PERSON standing behind their PC with their hands on their shoulders. No one else must acknowledge this painting exists. The DM themselves must never mention it beyond describing it if the specific player themselves sees it. Everyone must otherwise feign ignorance: both in and out of character.

>The Hotel Room bar of soap in their bathroom has teeth inside of it. When they wash their hands or bodies with it- the teeth slowly come to the surface as the soap melts/is used: falling out, scratching their bodies, etc..

>At night the stairwell goes in reverse. I.E: if you want to go up you go down. So if you WANTED to walk to the 7th floor you'd actually end up at the 6th floor. Nothing about them visibly changes- not even the numbers or the doors. You just end up on the "opposite floor" as if you've climbed up or down those flights of stairs.
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>>35231192
>>35231474

All of these are really pretty good. You may be better at coming up with unsettling things than you think.
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>>35229861
the ride never ends.
>>
>>35231554

>You may be better at coming up with unsettling things than you think.

HeHEH, thanks. This is my first time- I've written other more mundane things, but never "horror". I've got a couple others.


>Within the Hotel room of the players there a small seem in the carpet. The seem or tear is partly covered by a piece of furniture (could be a lamp, could be the bedrest). Upon further inspection of the tear reveals not the floor underneath it, but a patch of flesh melded into the floor with a few single hairs growing from it. The flesh is a perfect 1inch x 1inch square.

>The bible inside the bedrest has been altered. The outside of it is seemingly fine and perfectly mundane and as the players flip through the individual pages nothing out of the ordinary is observed. If the players however RANDOMLY flip through the pages: the first two words they view on the page will always be, "give up" written and super imposed the previous words in black ink.
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All the cabinet and drawers are nailed shut from the inside. Even if it shouldn't be physically possible. Inside the words "She likes to watch" is scrawled.
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>>35220104
Underrated post. This is the key to a good horror game. dont make it a trope salad but rather pick and match some creepy events and revolve around a story. murder mystery sounds like a good options, laced with creepyness.
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>>35215455
Scavenger hunt: They're looking to recover a body, but they only find parts. A hand here, a foot there, and a head way over there. While searching they find parts to another body. And another. It seems each body is 10 years older than the last. It's almost been 10 years since the last incident.
>>
>>35232041
Picture is loads more frightening than it should be, probably because of the shift in art styles

>>35233322
I agree for the most part. I think that surreal horror where you get barraged by random tropes can be fun and effective when done well with the right group, but you should never disregard a well-crafted, coherent horror plot just because it has structure and makes some kind of sense with itself.

As an aside, really liking this Dead Money adaptation stuff, and hoping to contribute come the morning time if this thread is still here.
>>
>>35215455
>>35217090
I'll try to be more subtle:
>Wood that you step on creaks multiple times after you have already stepped on it just once, but it unlikely they would notice it the first time
>Soap gives players synethesia and feel different senses other than touch and smell
>The way the carpet brushes against your exposed toes makes you have the need to itch the back of your hand (even if you have shoes on :O)
>Neighboring apt users come by asking if the players were making noises and said that they were going to be out (Noises come from neighbors apt (there is not neighboring apt))
>When browsing social media the players may or may not find out that people have being posting the same comment on different posts even when it is not relevant
>>
Alright, here is what i have gathered from the thread so far:

Mainline story (and reason the room is evil) is because of a murder that took place there. The room tasted blood and found it good. There is no ghost in the room, the room itself is the haunt. Subtle creepy events are the room luring its occupants to kill themselves the way others have died in the past (cutting, poison, hanging, shooting themselves, going insane)

How do the PCs combat this? what can defeat the room? simply survivng? something to cleanse it? someone to be forgiven? some old grudge settled?

And if the room likes to change itself to look like the 50s, is that the source?
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>>35234749
Think of it this way its like dealing with a bad DM
passive aggression will always work

They could endure it, ignore it, perceive the intentions of the room incorrectly and enjoy the situation. The room is eternal, it is from all bounds of the universe to feed off of its elicited emotions, mostly being anger.
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>>35218588
Got a link to that airport horror thread?
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>>35234749
Room 1408: You can choose to repeat this hour over and over again, or you can take advantage of our express checkout system.
[Mike looks into the other room and sees a hanging noose]

thats the way the cookie crumbles PCs. Doesnt have to end happily. One must sacrifice so the others can live. Walking in here with a "I aint scared of no ghost attitude" seem like someone could use a lesson in humility.
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>>35215455
Masked guy who turns out to not actually have a mask.
No Mask?
No Mask!
>>
>Several of the key people in the resort (key entertainers, investors, owners) have become immortal and are trapped in the resort, forced to live their last days over and over again. Naturally, they've gone a little crazy in this time.
>until the PCs arrive
>>
We can't keep avoiding the elephant in the room: what is the Incident of 1937?
>>
>>35235009
see
>>35234749
>>
>>35234749
The Room is in fact the embryo of an ancient being's offspring, its thirst for blood being the only thing that can mature it, and as it keeps killing people, the more intricate and mind-defying the insides become.
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>>35235096
if that is the case, can the room materialize? as in focus its energies into a person (even possessing a PC)? because if that is the case, it can be killed.
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>>35235146
Presumably. I wouldn't say that killing a possessed victim would destroy it, but killing a flesh-and-blood materialization might. You could even incorporate this: >>35234905
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>>35235233
totally ok with that. Although i believe the room shouldnt actually materialize until shit has hit the fan pretty hard.
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>>35235305
That's what I was building up to, what with the whole "Things get crazier"
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>>35219677
"Mammon is the king of New Jersey."
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>>35235009

>The Incident of 1937

>While El Engaño Springs Resort had originally been planned to hold its grand gala opening celebration on the first day of the 1937 vacation season, events had seemed to conspire to keep that from being a reality.

>From the very beginning, construction of the hotel and resort town that served it around and atop the ruins of the old Spanish mission was plagued with setbacks, arguments and accidents. Most were minor and easily explained by the difficulties of constructing a full-fledged community in the middle of the desert or by the big personalities of the Investors and the Foremen coming in conflict with each other over logistics and payment. Others were not so minor and not so easily explained, like the misplacement of wings and whole buildings buildings during construction, the unusual number of injuries amongst the workforce, and the unsettling regularity with which builders seemed to wander off into the desert and disappear. As a result, by the time the 1937 vacation season rolled around, only about half the resort town and eighty-percent of the hotel itself were actually complete, the remaining construction workers having thrown down their tools and quit, unwilling to work another day on a site that they'd come to view as cursed. It was not as if the Investors could afford to pay them more to stay and finish the job, as they had already sunk the majorities of their own personal fortunes into the project at the start.

>However bleak things looked, the Investors and the staff of El Engaño Springs Resort were unwilling or perhaps unable to simply walk away and let their dream die. Liquidating the remainder of their assets, the Investors hired Hollywood's best set dressers and backdrop painters to come to the resort in secret and conceal the incomplete construction to the very best of their abilities, while at the same time bribing La La Land's biggest film studios to send their best and brightest stars to vacation there.
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>>35236595

>Somehow, one way or another, the entire staff of El Engaño Springs Resort from the maids to the management, managed to stuff all their figurative (and at least one literal) skeletons into their respective closets, and although they weren't able to open the 1937 vacation season with a grand gala celebration, being able to open at all was considered a triumph and a success. The stars and starlets the Investors had bribed their studios to send out came in through the desert in their limousines and motor pools, bringing with them their not only their personal entourages but also enough regular, paying guests that they were able to fill every available room, plus a few unavailable ones in the wings and buildings that they could have sworn had vanished during construction. The mistakes, the infighting, the accidents, while they didn't stop completely, were manageable, and despite the resort's inexplicably difficult start things were really beginning to look up. The staff was working as a well-oiled, if gremlin-infested machine, and all the guests both star and civilian alike were clearly having a tremendously good time.

>The first few months of operation were so successful for the El Engaño Springs Resort, in fact, that after a little number crunching it was discovered that they could now afford to throw the huge party they had originally wanted, albeit at the end of the vacation season instead of at the beginning as planned. One big, lavish, last hurrah to celebrate having overcome all their troubles to make their dream a reality, before closing again during the off season to complete construction and get ready for an even better 1938.

[And shit, I'm late for work. I'll try to continue there once I'm settled unless someone else has an idea for what the Incident of 1937 was]
>>
>How does the room communicate with the PCs if it has to?

Spliced radio broadcasts, fog in the mirror, highlighted words in the bible (or even better the whole page censored except the words), possession.

Also, expanding on >>35235096 DO NOT bleed inside the room. any PC that touches a surface while having an open wound (even a papercut) will see blood flowing towards the surface then sucked inside it.
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>>35236750
Thusly.
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>Le Clavel Cantina

>Situated on one side of the resort town's central square, Le Clavel Cantina was built as a watering hole and guesthouse for customers who couldn't afford to stay in the hotel proper.

>Though built at the same time as the rest of the resort, the Cantina had seen a few updates and renovations in the 70s or early 80s, and by the time our reporters/ghost hunters arrive, appears to be the only part of the entire resort still open for business.

>The reporters/ghost hunters take an immediate liking to the kindly, sad old woman runnig the Cantina, and book rooms there to act as a base camp while they explore the rest of the town and hotel.

>Shit hits the fan as paranormal threats begin to manifest themselves, and eventually the reporters/ghost hunters decide they need to fall back to base camp and regroup.

>When they return to the cantina however, they find it looking like its been abandoned since the 70s or early 80s with no sign of the old woman or the rest of their gear.
>>
You're definitely going to want to go full "Shining" on this and blur the lines between the present and the past. If this Incident took place during a huge resort-wide party, have drips and drops of that time bleed into the present constantly:
>PCs hear the sounds of splashing and merriment coming from a pool that is either choked with waterweeds or long-drained.
>A PC is shouldered past in a narrow hallway by a uniformed and very solid waiter carrying a tray of champaigne glasses. When they turn to follow his passage they see he has already vanished.
>Out if the corner of their eyes the PCs catch what looks like a pair of starlets necking in an old phone booth. If they investigate there is no one there, but the foggy glass still has handprints on it and a purse has been kicked into one corner.
>The whispered conversations of the staff and the remaining construction workers can be caught just at the edge of the PCs' range of hearing: secrets, gossip, curses, all overheard as if the whisperers were hovering right over their shoulders.
>The enthusiastic party banter of hundreds of people fill a grand but empty ballroom. The invisible crowd all let out a cheer when the PCs enter that echos around the room before fading to nothing.
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If you need an excuse to keep the players from simply leaving the resort, you can always use the excuse of a sand or dust storm.
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The room broke me...i got tired of listening to my daughter's voice telling me to end this and come home...i got tired of seeing my son getting run over by that damn car again and again and again and again...

Fuck you. Fuck this room. Fuck all the progress i have been making. Take the damn coin and give me a drink. You won. Just make it stop for five minutes and let me have a drink.
>>
they are not real they are not real they are not real they are not real they are not real they are not real they are not real they are not real they are not real they are not real they are not real they are not real they are not real they are not real they are not real they are not real they are not real they are not real they are not real they are not real they are not real they are not real they are not real they are not real they are not real they are not real they are not real they are not real
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Not really related, but too great to keep silent about.
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>>35238402

You have good taste, Anon. Good taste.
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>>35238852
>yfw when there will never be a season 2.
>>
The Investors never really bothered to research the history of the old Spanish mission town they built their resort on top of.

They really didn't pay it much thought at all aside from trying to figure out how to best incorporate its picturesque ruins into their building plans.

They didn't think about why the old mission and the town were abandoned or why they'd needed such a large cemetery, aside from arguing with the construction crews about the propriety of relocating so many graves.

They didn't think about how the oldest maps named the place Manantiales de Descanso, "Restful Springs" while later maps would call it Manantiales de Engaño, "Deception Springs."

Maybe they should have thought a little bit more.
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>>35239111
>>They didn't think about why the old mission and the town were abandoned or why they'd needed such a large cemetery, aside from arguing with the construction crews about the propriety of relocating so many graves.

The Old Mission Cemetery was once quite large and stately, even when in ruins, but during the course of the resort's construction it was reduced to a fraction of its original size and surrounded on all sides by buildings that were never finished. Buildings closed to the public that were, by necessity, crammed full of the headstones and dilapidated wooden coffins that would not fit anywhere else.

Toward the end of the game, any characters sufficiently lost in the resort town's alleyways will eventually find their way to the cemetery.
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>>35239352
wood by coffins used to make doors for the hotel? the investors generally getting materials form the old site to cut down production costs?
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>>35239418

I don't know. Do you suppose they would be that awful? I'm interested in the schism between the Investors and the Construction Crews, each group getting punished or cursed in different ways.
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>>35239447
construction crews ran as far as they could as fast as they could when creepy shit started happening. hence the investors hired cheap worker hand that didnt mind the occasional "EL DIABLO EL DIABLO" and got the place finished. how about this?
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>>35239510

I like it. Having the pojdct run through several seperate construction crews works well as it explains the costs, the mismatched, mix-and-match architectural design, the cut-corners and the reason why the resort was never finished. You can also say things like one crew simply dropped their tools and walked off into the desert, never to be seen again.
>>
ok, i will say it since noone else will. how will story progress? when will it go from "meh room is nothing" to "creepy things happening" to "why do creepy things happen and what can we do?" to "remember me, for i have failed *blows brains*"? since its a one shot horror i dont suppose youre planning to let them walk away are you OP?
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>>35226790
This is basically the Salton Sea.

Huge resort boom in the early 60s in the middle of the desert. Now a ghost town.

http://lostamerica.com/photo-items/the-salton-sea/
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>>35239754
aha! location found!
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>>35239754

Very suitable!
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How about the SCP-foundation? Full of creepy, funny and deadly things there. Perfect for this kind of thing.
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>>35239897
scp foundation is not a hotel Anon, we are doing hotel room horror
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>>35239897
While you're right, in that the SCP Foundation shares many of the same themes that we're working with here, it exists in a very different setting that is not entirely what were hoping to make.
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>>35239111
Or they evicted the local tribes (with cultural or ethnic heritage to the missionaries) to build the place.
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>>35239810
Happy to help. It's creepy as all get out.
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>>35239969

This is what I like and what I want to include: different layers of misery and broken dreams. It's not any one thing that's cursed El Engaño, its everything. I love layers of history and multiple-choice pasts in my horror.
>>
So, updated storyline from the input so far:

The motel is in the middle of nowhere, built sometime around the 30s by a contractor company that cut corners wherever possible, using materials illegaly from a nearby burial site. The concentration was particularly dense in a specific room, and it has gathered a reputation as "haunted". The room's first successful kill happened in the 50s, killing a family of three. Tasting blood, the room found it liked it, so it started evolving its hatred towards murder. Creepy things happen as the room cannot kill anyone (for reasons) so they have to do it themselves.

How did the family die? What is the role of the staff? We havent talked about the staff. And is there a way for a resolution or will the PCs have to simply survive and live to tell the tale?
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>>35240188
The room drove them insane, torturing them and letting their screams and cries and howls escape into the outside of the room. A sherrif or police officer went in to investigate, and in the confusion and madness one of the family members took the gun and shot the place up.
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>>35240188
Marriage went bad and a failed American dream mixed with alcohol and the hotel's unique psychological effects=family holiday turned into a familicide. This tragedy awoke the room's lust for blood and suffering.
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>>35240360
the kid took the gun, shot his parents then shot himself in the head...twice...never seen anything like that in me life, so help me Jesus. Little shit was cackling mad with half his jaw hanging. Anyway cant talk, the missus expects me home soon. Don't go there buddy, not worth it.
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>>35240360

The sherrif/policeman survived the shootings, at least for a little while, and what he saw in the room in those two minutes and thirty-eight seconds left him absolutely ruined and terrified.
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>>35240454
>>35238324
alcohol is something tried and tested that the room found works pretty good. Alcohol is readily available in the fridge and on the table, depending on characters it can be single malt scotch or cheap beer.
>>
bump for more
>>
I would contribute some writing and brainstorming myself but my work is not conducive to outside endeavors.
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>>35241264
Likewise. Given a little time I'd like to come up with some more hotel/resort wide phenomena myself. Hopefully this thread is still here after work.
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The characters enter the room and settle in. Then the world ends:

The entire adventure is about strange horrible events, kill or be killed, vicious threats that can take over even your closest friends and turn them into mortal enemies. You cannot trust anybody. Not anymore.

Eventually the survival horror comes to a showdown. All characters end up together again and must take shelter in the room they were in when it all started. It is a tense truce under siege. Eventually distrust wins out and they kill each other in a panicked instant.

The last survivor struggles out of the devastated room and finds the hallway outside surprisingly tidy and staffed by a shrieking maid. Police arrive and reporters want to know: "What drove the latest murderer from room 102 to kill all his friends?"
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>>35235009
Nobody the PCs come across is quite sure. They think someone might have died in an accident, or maybe a building burnt down with one unevac'd person still in there, or maybe a ritual sacrifice occurred. No two people agree. All that everyone can agree on is that there was an Incident in 1937.

There may not even have been an incident in '37.
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>>35239951
I didn't mean foundation as it is, but I mean the SCPs themselves as spooky things in the hotel...
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>>35241848

I like this. Everyone knows it happened, that something happened, but no one can agree on what it was exactly. There are plenty of ghastly clues scattered around the hotel and the town suggesting several different possible "Incidents," but there is no one true answer to be had. They all might be true or none of them might be true at all. Whatever it is though, I feel it should definitely happen at the grand closing celebration and involve the death of at least one of the movie stars in attendance.

>Mass poisoning of the guests, either accidental or purposeful.

>Collapse of a tower, balcony or wing of the hotel onto or out from under a large number of guests.

>A very public set of serial killings over the course of the evening.

>A very public mass hysteria and resulting mass suicide.
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>>35242206
Gonna say mass poisoning, or what the authorities in 1937 assumed to be a mass poisoning is the way to go if you want a mysterious and tragic Incident.

>Big Hollywood studios haven't heard from their A-List stars since the day of the Grand Closing Celebration and get nervous.

>Police are sent from neighboring townships to investigate and find the entire resort locked up tight, requiring the gates be knocked down.

>Bodies, bodies everywhere. In the pools, in the ballrooms, in the phone booths, in the staff areas, absolutely everywhere.

>Everyone is dressed in their best, dressed to party. Everyone looks as if they were partying at just the moment they died too, dropping in place.

>What survivors are found amongst the guests and the staff are found hiding throughout the resort town and hotel, terrified out of their minds.

>Each one claims to have witnessed something unique and horrific, and cannot or will not explain what happened to those found dead.

>Even accounting for the living and the dead, there were a distressing number of people never found at all, who appear to have completely vanished.
>>
>>35242656

I like it, but it might actually be better if the guests and staff were either hiding and terrified or disappeared completely, with no actual bodies found at all.
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>>35242656
The actual point of my post wasn't to have a known Incident, it was that people know something happened but not exactly what it was. They think that people died, but they're not sure how many or how. They can't agree on who did it (if anybody), why they did it or whether they were caught. They can't even agree on whether all of the supposed bodies were found, or whether one or more was found late. Some people even think that it's a load of bunk, and that it's a creepy story people tell to scare each other.
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>>35243620
Point taken. A lot of the time, not knowing is far worse than knowing.
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>>35229018
>>The loudspeakers are always playing music, but years of lacking upkeep cause the music to come out distorted and warbly.
>>Except when it isn't.

https://www.youtube.com/watch?v=9P4mNS650pU
>>
>>35237317
>Cantina El Clavel.
If the resort's name is in spanish, there's no reason to have a pseudo-french name on the cantina.
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>>35244136

Thank you for the correction!
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>>35239626
It all begins with a marble rolling across the room when they are ready to go to sleep.
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>>35244267

The entire suite is rolling over, almost imperceptibly slowly.
>>
>Hear slight whispering at door
>As they listen can tell it's someone saying "Let me in"
>The voice starts saying it faster as the door handle turns against a lock
>Once they make a move it goes into full on screaming with the door violently shaking in the frame
>Then just have it abruptly stop
>>
There are two sides to the coin.

The Hotel is alive, and it has witnessed all that has happened, all the horror and misery that transpired in it's walls.

The problem is that certain parts of it have begun to enjoy and even revel in its ability to crush dreams and spirits alike. These are the most dangerous parts, those parts of the hotel will be the ones most actively trying to hurt the player.

Other parts are lonely, still trying to bring about the dream that never was. Tables lined with fresh food. Banquet halls booming with the sound of roaring parties and good cheer. Desperately crying out to anyone nearby to join the party, to come and give meaning to this place's existence. these parts are usually in the best condition and will sometimes go out of there way to lure the players away from the bad parts of the hotel. Offering good food and other luxuries in a sort of bribe to stay and not add more misery to the list.

Other parts are stuck. Stuck reliving things that happened. Revisiting hopes, dreams, and nightmares that went on behind these fateful walls. These places are the most unstable, you never know what might happen.

The goal is deciding which is which, and what must be avoided, and what must be redeemed.
>>
>>35241850
rampaging monster that can't be killed crashing through the hotel might not fit the theme very well
>>
Bumping for more cool spooky scary stuff.
>>
>>
In the resort town, there ought to be a gang of ghost children playing hide and seek in the alleyways and hidden places between the buildings.
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>>35231192
Steal all the panties.
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>>35230240
All the modified passages in the bible are annotated with words like "WRONG" and little scribblings that say things like "why was Goliath the one to fall?"

After the words and phrases are etched I to the PC's skin, it all suddenly goes away. No more words in the hotel. No more cryptic sentences on the walls.

However, there is one book in the corner of the room. It's tattered and the leather cover is stained in all matters of liquid. Whenever they get close, they hear scribbling in their minds and the sounds of a man angrily crossing out words.

Do they dare open the bible?
>>
>>35215455
bamp
>>
bonus points, one of the PCs is a child and GM will be slipping him notes that show him seeing things.

I like the massacre idea on 1937, but how will the PCs combat this? can they even solve the hotel's hunger or do they just need to survive to call it a win?

And when time starts to fuck up and guests from the past start to appear or shit hits the fan and the hotel decided to go non-euclidean on their ass, how to best avoid turning it into a combat fest instead of just creepy? Guests are incorporeal maybe? Or disinterested in the PCs? Or even not even there, just the Hotel pulling their puppet strings?
>>
>PCs open the elevator door and see themselves in the mirror, but slightly different. If a PC wanted to wear a different dress, her reflection does. If a PC is a smoker but not currently smoking, his reflection does. Also mirror gestures tend to go the opposite way than a real mirror, their left being your left etc.
>>
someone archive this shit
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>>35254622
it is http://suptg.thisisnotatrueending.com/archive/35215455/
>>
have the small safe open at one point, and inside there is a gun with enough bullets for everyone save one. The gun looks old...like 1937 old.
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>>35220104
"Run. Please run. Please. Please. Please run."
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>>35254761
Are we just recycling from the Elevator thread from a week or so ago?
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ITT
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What, I'm confused, are we going for "SPOOKY GOASTS" Or "Cosmic Babby", or are we doing both?
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>>35257149
So far OP seems to be headed for ROOM EATS PPL.
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>>35257167
Ah, so it's the "Cosmic Babby" suggestion.


Remember to use MANY CRYPTOGRAMS, OP!
>>
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>>35257179
>CRYPTOGRAMS
That's just player busywork.

But if you use them remember to DRAWTHELETTERSTOGETHER or HAVE.A.SYMBOL.FOR.SPACES because otherwise it's just Wheel of Fortune.
>>
>>35253176

If the PCs do end up experiencing the Incident of 1937 first-hand, I would say that it shouldn't be something that they can combat, but should be something that they must either witness impotently or be forced to survive.

If the resort is suffering from some sort of old curse, stemming from the days of the old Spanish mission or the Incident itself for instance, I believe that the PCs ought to be able to fix things if they are clever and lucky enough. However, if the problem with the resort is simply that El Engaño Springs is a BAD PLACE and is actively out for blood, it might not be possible for the PCs to do anything but try to survive as long as they can and, hopefully, escape into the desert like all those builders.

Where guests and staff from the resort's past are concerned, my inclination would be to make them (mostly) incorporeal specters, unaware or at least indifferent to the presence of the PCs. Aside from a few exceptions, perhaps some specific spooks who have been truly caught up in the evil there and have been designed to be combat encounters, nearly all the guests and staff who have died at the resort have been victims of the curse or its hunger, and ought to feed into the sense of dread and terror.

When things get non-Euclidean, I would make those instances mostly for atmosphere, again with certain specific exceptions that the PCs do NOT want to end up in: the Old Engaño Cemetery, the Mirror Ballroom, Engaño Grotto Pools, the entire 13th Floor, the Sealed Mission Chapel, etc. etc. etc. Places that are BAD PLACES where BAD THINGS have happened, either during the Incident, during the construction of the resort or during the times of the Spanish mission.
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>>35257149
There have been two intertwining stories here: OP's original cosmic horror room, and Anon's 1930s haunted resort. Neither one's ideas have been mutually exclusive though, and both are influencing each other.
>>
I am taking notes on both paths, room eats people and 1937 incident. Depends on my players tho, i know at least one will want to find out why things happen to the while the other two will happily try to survive whatever i throw at them.

Speaking of which, how will they know the story? i dont want the old cliche of weathered old man telling them the backstory (i would love to have them search in the old dusty cellar where moldy archives are kept but i need a reason to get them there). I am hoping to have them locked inside the room for a hefty portion of the game, unlocking it when something major happens.
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>>35257589
Other people have investigated the incidents over the years and have failed tragically. But their notes/journals/recordings/letters might still be around.
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>>35257647
hint hint: Lost and Found
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>>35257589
Old newspaper clippings, journals previous quests, "Midnight Weirdness"-radio show on one of the few stations that can be heard inside the hotel spends an hour or two by talking about the hotel's mysterious past (remember: the radio isn't all-knowing and they could, for example, theorize about how the 1937 incident might have been an alien abduction event).
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>>35257733
30 quests?! That's like 5 whole campaigns.
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>>35257733
are you using some newspaper clippings generator? if so i would humbly ask ofr a link.
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>>35257757
http://www.fodey.com/generators/newspaper/snippet.asp it is pretty shit though
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Meh. Works.
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>>35257472
>>35253176

I think a good general rule of thumb might be that the older and less complete the location the players find themselves after a spatial/architectural shift, the worse it will be for them. They turn a dogleg corner at the back of the hotel and they somehow wind up in the front lobby again? Not so bad. They exit the main dining hall and find themselves in a half-built shell of a building where they can see the hotel they were just in through the missing roof? Cause for alarm. If the elevator they're riding seems to free fall a moment before its doors open into the rock-cut crypts beneath the old Spanish mission? Some serious shit is about to happen.

>>35257589
>>35257647
>>35257677

One their way in, let your players look through the thick guests' comment book on the front counter and let them see some really cryptic and horrific entries from years passed. Let them find a previous investigstor's journal in a desk drawer that gives them some clues and hint, by that also says that he left one of his suitcases in the hotel's lobby, and that this suitcase contains all his research and some vital clues. Force your players then to make their way through the hotel's non-Euclidean halls to find the suitcase and its information in the lost and found.

That lost and found can so contain more than just lost luggage.
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>>35257733
I like the idea of including radio broadcasts, both modern and time-lost.
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>>35257944
i have audacity but i am not willing to go through recording and editing voices just for the sake of a one shot.
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>>35257944
For aditional bricks, have them broadcast to a battery powered old portable FM receiver you hand to the players.
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>>35257992
Youtube is full of old radio broadcasts and creepy voices shit. Add Conet Project and Samphony of the Planets as needed.
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>>35257944
>>35257733

You can have several songs that come on over the radio or PA system when something bad is about to happen and play them for your players to instill a sense of dread and panic on a meta-horror level.

>>35257733
>>35257338
>>35257179

Have some newspapers found around the room or hotel be flipped open to the crossword puzzle, and have the puzzle filled out with clues, cryptic messages or horrific warnings.
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>>35258018
>crossword puzzle filled out with clues
I like that a lot. Keeping it for whenever.

Is it an homage to some vidya?
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>>35258036

Not as far as I know. I just saw the CRYPTOGRAM post and the newspaper picture saying all the crosswords were filled out years ago.
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>>35245642
http://www.scp-wiki.net/scp-1782
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>>35258083
No.

Posting SCPs is derailment of the worst kind. Noobs don't recognize it an start spluttering random scps all over this thread. It leads nowhere.

And posting just the link without even a comment is trolling and should be filtered.
>>
Given the many capricious changes made to the resort's design, the rampant mishaps and accidents and the high turnover rate of workers during construction, El Engaño Springs Resort ended up as an ecclectic jumble of beautiful Spanish Colonial Revival buildings and abandoned construction disguised to look like beautiful Spanish Colonial Revival buildings.

>Roughly half the buildings in the resort town are incomplete at least, with many of them only being empty facades. While they had been carefully set-dressed, disguised and cordoned off for the resort's grand opening, the old movie magic has worn out and the truth is plainly visible.

>With how often the plans were changed and the rush to get the more public areas of the town finished for the 1937 vacation season, a large number of "points of interest" were isolated or enclosed by later pieces of construction, like fountain courtyards, gift shops and the Old Engaño Cemetery, connected together by a twisted, non-Euclidean maze of streets, staircases and alleyways.

>Through a series of archways and wrought iron gates is a little dead space between buildings with a large, gnarled tree in the center. At the base of the tree appear to be three gravestones made out of spare building materials and decorated with paint and a number of old, old children's toys.

>Holes knocked through walls, unlocked gates and ladders left out grant access to the half-finished areas "behind the scenes." Whether these have all been done accidentally or purposefully is unknown.

>Amongt the most common ghostly phenomena in the resort town is the sound of phantom construction, oftentimes accompanying the shifting and rearranging of the town's layout.
>>
all these ideas are awesome alright, but what is the final solution? how can the PCs win? Can they even win? What's the finale?
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>Any and all text in the room changes languages when the PCs aren't looking: Spanish, French, German, Chinese, etc. Anyone with knowledge of the new languages can tell that its a perfect translation of what was previously written.

>The peephole in the room's front door always reveals the same grisly, horrific scene, but when the door is opened there is never anything there.

>Blacklight investigation of the room reveals no suspect stains, but written warnings, handprints, I silhouettes all over the walls.

>The room experiences a slight but constant vacuum at all times, sucking air in through all doors, windows or other openings in the walls.

>The remote control for the television doesn't work. Inside the battery compartment there is a finger with a ring on it instead of a battery.
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It's the late 30s.

Where is the Nazi connection?
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>>35259121
now youre pushing it anon
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>>35215455

Kinda long-winded, and requires the presence of a mission control or someone constantly in contact with the PCs, but...

>When entering the hotel, their radio goes into static for a while, before returning with their mission control stating they fell off the radar for a second there.

>As the group explores the hotel, MC eventually states that there's no record of the hotel ever existing, in any database.

>Longer the PCs stay in the hotel, the more frantic and panicked the MC gets, until another voice rings out from the same channel. " I'm [name]. Momma/Poppa [MC name] asked me to take over as your mission control. I'm sorry. If it helps at all, s/he died of old age."

>Whenever they start getting stuck, the radio goes static, channeling through ghostly howling, chains and distorted, backwards speech, before a little girl's voice helps them out very apologetically.

>When they eventually find out how to leave the hotel, the MC radio frequency goes haywire, with voices franctically telling them to run for it, calm voices telling them how to unlock something they already did, desperate, breathless and husky voices begging them to stay, weeping, sad voices telling them to get away, an angry, possibly german voice shouting at them for not doing their job, and a happy, ecstatic voice commending them on a great job, before devolving into something you obviously wouldn't hear from a radio, such as a tv broadcast, spell chants, prayers to forgotten gods in lost languages, and finally fading out into static. If the girl happened, she finally says: "Warn everyone for the hotel! And...i'm sorry for that ritual-"*static*

>When they get out of the hotel, their MC comes back, as if nothing happened. She repeats, word for word, what the [s]fake, demonic[/s] MC told them when they entered, and then warns them not to enter the hotel, that it's not on any database.
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>>35259121
We were discussing investors before...
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>>35259203

also i cannot into spoilers

Also, maybe they could meet a congiere who looks different. Every door leads to some time when the hotel was around and in use, and every time they want to access a new door, they have to find the room key. The key is invariably at the site of some horrific event, held by the victim, who had a room at the hotel. The only way to get the key is to either save the victim, or prevent the event in the first place, which also nullifies the time travel.

When all the keys are back, the congiere opens a cabinet behind the key shelf, and hands them some letters from the people they saved. Each one is addressed directly to the savior, handwritten with a heartfelt thanks. Leaving the hotel, they find that things have changed, people who died or vanished in the afforementioned events have returned, with no one questioning this.
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what do people think about the hotel staff? are they part of this plot or just trying to make a living?
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>>35259312
They're a ragtag gang of daring locals who have set up a crude hostel in the ruins of the old complex in spite of the dark rumors that mainly caters to backpackers and supernatural investigators from all over the world.
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>>35258852

In the "Haunted 1930s Resort" scenario, I can imagine the horror and the story progression happening in the following way:

1. The party arrives and experiences ghostly happenings related to the investigstor's and tourists who came before them and had gotten lost and disappeared at the resort. The place's general history is uncovered and references to the Incident of 1937 are found.

2. Investigation is launched into the resort's sordid and star-studded past: the money troubles, the accidents, the unfinished construction, and that one shining vacation season before everything went to hell. Extreme non-Euclidean architectural and temporal shifts occur, culminating surviving the Incident of 1937.

3. The party's searching and running eventually take them into the ruins of the old Spanish mission buried under the foundations of the hotel and resort, where they encounter more visions of the past and uncover evidence of a great massacre that had taken place within the mission's walls. The earliest history of the desert springs is revealed, as well as all the dried bodies of the movie stars, hotel staff and investors that had disappeared after the Incident of 1937.
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>>35259362

4. Found on the body of the chief investor are a set of the resort's master plans, revealing both a service tunnel exit the players can avail themselves of to escape, as well as a survey of the Spanish mission ruins indicating that there is actually a cave with older Native American ruins beneath the church's alter.

5. If the party decides not to escape and to press on, they will find that cave with an ominous ancient Native American ruin in the middle of the underground springs. Imprisoned inside is a statue of an evil spirit of hate and broken dreams and deception, surrounded by the desiccated, desert-dried mummies of the Spanish missionaries, bearing bloodstained swords and knives and flintlock pistols and rifles. These mummies will animate and attack, but if the players manage to break the statue they're protecting before rhey sre killed the missionaries' spirits and all the ghosts trapped at the resort will be freed.
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>>35259312

My personal inclination would be that the staff of the OP's hotel should know about the hauntings and about the room, but shouldn't be considered to be part of any sort of cult or conspiracy involving it. They try their best to keep people from staying in the room and keep their guests safe, but there is only so much they can do to stop people who really want to experience the true horror their hotel is capable of.

On the other hand, if this is Anon's resort, I would have no problem making whatever skeleton crew exists to staff the place an actual skeleton crew of spooks who vanish when the party needs them most.
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>>35259621
good train of thought, i like the idea of the staff discouraging the PCs from staying. They know shit happens, at least to a certain degree.

Idea. One of the PCs has the blood of an original Investor running in his veins. That awakes the hotel more than its usual creepyness as it senses an original enemy is in its premises again. Thoughts?
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>>35259639

You could even rig the circumstances of the game so that the premise is the descendant of one of the investors has inherited this dilapidated hotel/resort and skeleton crew of staff from an estranged relative and has brought with him his own team of analysts and renovators to inspect the place. The staff try to warn him about the hotel/resort/room but he doesn't listen.

This, of course, causes the hotel/resort/spirits to bring its A-Game.
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It is old. It has always been there. It patiently bides its time. Above, things started growing. It didn't mind, but the growing things seemed to. They kept dying and their husks buried it deep.

In ancient days great temples were erected above. People channeled the forces and brought sacrifice. They built pyramids and great gardens. But they, too, withered and died.

A questionable gang of conquistadors pillaged through the land during the early Renaissance. The missionaries tried to use the respect the locals had for the place by building their monastery on the very spot most avoided. It didn't go well, but documents of the time survive in secret vaults all over Europe.

The area was to be developed with a beach resort in the 1930s. But a German archaeological expedition there at the time raised a dispute over the site claiming it was a valuable dig site that would be destroyed by construction. However, a consortium from the Reich joined the investment group and effected considerable architectural alternations. After this the dispute appeared settled.
However the local population took up the case and revolted against the project with labor actions and sabotage. The military moved into the region to pacify the situation. But under corruption and totalitarian methods the whole affair collapsed into a tense police state up to the grand opening of 1937, a disaster after which the complex remained unfinished and closed for most of the 20th Century.

Every decade or so some harebrained outfit attempted to develop the ruins of the resort to some end or other and failed miserably. The locals know the tales but don't enjoy telling them.

With the advent of the Internet the region has gained some international notoriety among enthusiasts of the occult. Some reality show shot an uneventful episode there. Historians treat the region as a bottomless pit of unreliable rumors. The local papers sometimes try to boost sales with a spectacular discovery or event without evidence.
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>>35259734
fucking hell of course! there is the motive to go and actually stay and investigate. you inherited the damn place! Genius thinking Anon. That gives the PCs access to the basement and other rooms since they are allowed to be there anyway. I pour a portion of my drink for you, well done.
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>>35259780

This is actually a fairly tasteful application of Nazis into this setting idea. I like your approach, depicting the resort, and the ruins as a pit into which a lot of people poured their money and dreams, even dragging the entire tiny middle/south American nation it was located in into turmoil.
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>>35259859

Happy to help, OP!
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just saying it, we put a lot of thought in 1937, but that was 77 years ago. i mean some things must have changed. i recognize that the hotel could lay dormant for some time, but we are talking 77 years here. how about its adaptation to modern era? the grudge stays of course, but how has the hotel evolved?
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>>35260183

With El Engaño Springs, one poster above had invented a smaller inn built as part of the resort town named "Cantina el Clavel" that existed as a cheaper alternative to the main hotel:

>>35237317

>>Though built at the same time as the rest of the resort, the Cantina had seen a few updates and renovations in the 70s or early 80s, and by the time our reporters/ghost hunters arrive, appears to be the only part of the entire resort still open for business.
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>>35260183
>>35260363
After the 1937 incident, the hotel was shut up and the entire resort took a nosedive. The Cantina remained open as folk passing through the El Engaño desert would need a place to stay every now and then, and its modest business kept a few of the other shops in the resort town open, but for the most part El Engaño Springs is a ghost town crowded around a sealed hotel.
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anyone got more art? i love those abandoned ghost towns
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Jungle grows inside the room.Space expands to a vast wilderness. It teems with predatory bag boys and assorted staff.
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Possible hotel for the OP.
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>>35260552
That's a beauty.
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>>35260552
i agree with >>35260594, it is gorgeous. And that arch in the middle, someone will be swinging by a noose there before the night is over. And those neon letters at the top, good for emergency climbing. Lovely, lovely.
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>>35260621
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>>35260674
holy socket just look at it, that window right in the middle of the arch, those two small towers at the top, the balconies, all that space inside, looks like it even has a small courtyard inside.. Too awesome.
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>>35260183

It sounds like the OP's hotel is still in business and has been, on and off, since it was opened. It has never made much, or any money, but as it was the investor's lifelong love and sole legacy, and was never allowed to close permanently despite the supernatural malaise that hangs thick about the buikding's history.
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>>35260832
or maybe the Investors want the hotel open at all costs, even if it isnt making any money. why i wonder...
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Not sure if this helps, but since the architecture catches your eye, maybe a look at Art Nouveau might help if you plan on taking the players to some kind of flipside nightmare version of the hotel.

Also, it's just fun: http://en.wikipedia.org/wiki/Art_Nouveau
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>>35260910
if only it had gargoyles in the cornerstones lol
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>>35260910

The architectural style of the building, in part or in whole might change over the course of the game. Whether different parts of the building were actually constructed in missmatched styles to begin with or if the building actually changed can be up for debate.
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>>35259892
Alright, then let me add this.
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>>35261888

Do you mean to say that one of the additions to the resort that the German Investors included in the plans was a concealed uboat pen?
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>>35262053
Now YOU said that.

All I'm saying is that when the Fuhrer sends his Ahnenerbe minions out into the world to gather master race power in the form of ancient relics that no one except the occult specialists of the Reich understands for the glory of the Reich, then you can bet your sweet cheeks that there is an exit strategy. And the war with England went hot in 39, they'd be testing their toys somewhere the Brits aren't looking.
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>>35217514
>The wallpaper in one corner of the room is starting to peel away from the wall. Should the PCs choose to pull it away, they'll reveal insane and frightening graffiti, bloody handprints or some other bit of madness.
The PC peel away the wallpaper, only to reveal... the exact same wallpaper underneath, in pristine condition. Prying that off - another exact same wallpaper.
In fact damaging the walls will reveal just another layer of the wall with the same wallpaper. Same with the floor. If the room doesn't want the PC's to go out, busting the door open will reveal just another door. You can't see anything through the window, there's an infinite layer of glass and wood between you and the outside. If there still is an "outside".
If, by some mind-bendigly difficult act a PC gets into another room - it will always be the same room, with other stupefied PC's looking at him in terror. Or they may not be real PCs anymore. In roomspace there are only roomrules and the room hates you.
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Not sure where this fits in, but it feels thematically appropriate.
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>>35262326
Get into my tesseract dungeon, you!
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>>35258018
Like someone said earlier, get them conditioned so that a sight or sound, like a certain song playing, means bad shit. When they get conditioned, that gives you leverage over them.
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>>35262522
http://www.youtube.com/watch?v=5FDfrNcqEx8
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>>35262612
Always a good option.

>>35258852
They get out alive and sanity (presumably) more or less intact.
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>>35262612

https://m.youtube.com/watch?v=G8zDQAOLVtM

Sure, it was first played in 1939, but its pretty iconic and you could even play up the discrepancy as a clue to the weirdness going on.
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Depending on how Gonzo the players can tolerate the resolution could range from nazi investors testing a prototype AI on the hotel that turns malevolent, to a legitimate haunting, to the staff pulling smoke and mirrors to attract the attention and money.
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>>35262728
Epic classic.
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>>35262801

I love the idea of juxtaposing a classic, soothing, jazzy song from the era with the presumed horrors of the resort's grand opening celebration and the Incident of 1937.

To those ends, any of the ambient music from New Vegas' Dead Money expansion would work as well, seeing as how the El Engaño Spring idea is an adaption of it.

https://m.youtube.com/watch?v=QaIyoIe9U00
>>
https://www.youtube.com/watch?v=__VQX2Xn7tI
we've only just beguuuuuun
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>>35263101
http://www.youtube.com/watch?v=-LwjHiO8YE4&list=PLE7595E823D5A19E0
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>>35263200
>1970
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>>35218377
I got an idea to step that up and bring REAL horror.
Make/buy a box. Draw, paint or glue a question mark.
Keep it in the freezer.
Show it to the PCs when they see the box in-game. Don't let them open it, just look.
After they saw it once, put it back in the freezer and say
>Better keep this cold or else i'll SPOIL the surprise.
Don't let them figure out what it is in-game.
When it finishes, ask:
>Did you guys REALLY solve all the mysteries?
When they remember the box, get it again and let them surprise themselves.
For punchline:
>What's in the box?

It could be anything at all.
Bonus for actual heart, head or any creepy meat you could buy. Even a fish head would work. Remember to make sure the blood isn't gonna soak the box.
It could be just blood red snacks, totally edible for the aftergame.
You could have it contain nothing. Really, nothing. That would kill them inside.
Maybe a creepy aged note?
Maybe an old voice recorder with a message in it? Even better if it's backwards
>Hope you liked the game

I find bringing the game to life really enjoyable. Specially when it creeps people out.
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>Obviously, she couldn't.
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>>35259780
>Every decade or so some harebrained outfit attempted to develop the ruins of the resort to some end or other and failed miserably. The locals know the tales but don't enjoy telling them.
Do elaborate.
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>>35263650
>>35263101

A lot of the graffiti found around the Sierra Madre Villa is great stuff to have scrawled I the walls of a haunted resort or hotel room:

>Stay = Death Leave = Death

>LET GO

>IF ANYONE FINDS THIS I'M SO SORRY YOU'RE HERE

>Kills fast or slow but gets us all

>No escape

>FIND ME AND WE CAN TALK

>Floors have teeth

>GET OUT

>Run and hide

><3

><\3

>RUNRUNRUN

>Stay is death

>Where are we?

>We'll be together again soon - RIP
>>
>>35263926
1945
Weeks after Berlin had been taken by the allies a unit of well trained men in SS uniforms secured the resort and held it for 37 days against the police and local military. Then they vanished with little trace except considerable amounts of candle wax pooled in many cellar rooms in spots that formed circles and patterns.

1957
Revolutionary forces took the complex as headquarters, shifting from cellar to cellar every night to avoid bombardment. The US backed military failed to secure the location for several months. Then a special unit was brought in which witnesses describe as dressed in dark cloaks without insignia. All conventional forces were drawn back and the entire complex was pacified in one night. Rumors of a covert operation by the Green Berets began to spread, but the locals believe those forces were more unconventional.

1966
Traveling students from the United States and Europe discover the ruins as a tropical paradise out of the reach of conformism and the draft for Vietnam. People grew vegetables and pot, they sang and frolicked in the forest. Many young people vanished, most had fallen in love or discovered another truth somewhere else, some were just never seen again.

1973
The commune had become a thing and over the years a religious order had taken hold, specialized in attracting rich first-worlders with free love and Far Eastern wisdoms the cult ran the resort complex like a holy land. Allegations of kidnapping and organized rape, compulsory drug use and brain washing eventually lead to an investigation by the US Congress. A delegation came with local military support and examined the situation for a day. When they returned the next morning to take away individuals who had expressed the wish they found everybody dead in a mass suicide. The entire complex was strewn with bodies of young men, women, and children.

...
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>>35264398

1986
A cartel waged war against an US supported regime while also supplying cocaine to Air America, a comfortable position when it comes to intelligence. But there was a falling out when the Colombians beat the locals' price and the cartel boss was pushed back into the walls of the old resort. But his position was somehow suddenly strengthened and he was able to consolidate his forces and push back the military for years while jungle labs processed coca leaves in the ruins of the complex. A helicopter pad was added during this time. But the cartel eventually collapsed and the site was abandoned.

1999
A local initiative tries to reclaim the old structures and begins rebuilding single houses as workshops, studios, meeting hall, sustainable farms, and an eco friendly hostel with apartments. But after a few months people become sick and a contamination is discovered in the soil that could result from pesticide abuse or drug lab residue. This explains at least some of the deaths. The site is condemned and slowly the topsoil of the entire complex is removed. After some trouble with the workers the project is permanently halted while only a small part of the soil has been replaced.

2004
The Discovery show Supernatural Investigators sends the 2 stars of the show and a camera team into the ruins to do an exclusive for a sweeps episode. They make camp inside the grand hotel building and spend a day and a night getting coverage of caved in rooms, Art Nouveau railings on staircases into nowhere, and swampy basement halls. The show was unremarkable, but the team suddenly left the country the next morning and the stars quit to make a fishing show. Rumors of a secret tape in some Discovery vault persist on the Internet.
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>>35264815
>2004
>The Discovery show Supernatural Investigators sends the 2 stars of the show and a camera team into the ruins to do an exclusive for a sweeps episode. They make camp inside the grand hotel building and spend a day and a night getting coverage of caved in rooms, Art Nouveau railings on staircases into nowhere, and swampy basement halls. The show was unremarkable, but the team suddenly left the country the next morning and the stars quit to make a fishing show. Rumors of a secret tape in some Discovery vault persist on the Internet.

Wonderful. Simply wonderful.
>>
I love the fact that this thread has spawned three separate, distinct hellhole hotels. Great work posters!
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>>35265138
3?
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>>35216100
You could do a spin on this and make it so the room is the only safe place in the hotel.
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>>35265391
Even though most of the stories are generally co-allocated within a hotel with the same name, there does seem to be at least two, three different stories, with different settings and tone, going on in this thread.

>>35264398
>>35264815
You are one cool dude, dood.
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>>35265391
While they were all brainstormed together and have similarities between them, I'm definitely seeing three distinct hotels in this thread:

1. OP's hotel seems to be one single stand-alone building, and a mean one at that. It doesn't so much seem to be haunted as alive and malevolent, delighting in the psychological torture and murder or its guests, which are things that its remaining staff actively try to prevent.

2. El Engaño Springs Resort is a nearly-abandoned 1930s resort community somewhere in the American Southwest, a dazzling Hollywood dream killed before it was even half-realized. The town and hotel are both intensely haunted and maddeningly non-Euclidean.

3. Anon's Central/South American seaside resort complex is a place steeped in occult mystery, conflict and tragedy. It has alternately been held or fought over by many different forces, both eldritch and corporeal since before there was a resort, and it is, quite simply, the worst place on earth.
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>>35266354
Cool. I thought OP was 2.
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>>35215585
>uv reveals blood spatters everywhere
So, the usual Hotel Experience then?
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>>35266354
>The worst place on Earth
Even worse than that Disney themepark in California made out of the dead hopes and crushed dreams of generations of children!?

OH NOOOOOOOOOOOOO!!!!
>>
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Is this resort located in Val Verde?
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>>35263987

>Sidequest Found:
>"Left my <3 in El Engaño
>During the players' exploration of the increasingly labyrinthine back-alleys and dead-spaces behind and between buildings in the resort town, they come across signs that they are not the first to have passed that way.
>Graffiti scrawled on a tunnel wall here, a faded note weighed down by a loose brick there, a tattered backpack left leaning against a fountain.
>The players can learn, by following the graffiti and the notes and the lost items that a young couple staying at the cantina also went exploring back in the early nineties and got lost in the resort's "between-places" that were left half-finished and not entirely real.
>Somehow the two became separated, and left these messages and clues to try and find each other again and escape. At least until the boyfriend found himself back at his car and made the decision to leave his girlfriend behind.
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>Only recently have read Ruby Quest
>Then read Nan Quest
>Come to /tg/ to ask for creespooky suggestions
>See this thread

I just love the /tg/ Hivemind.

How can Weaver be so based?
>>
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>>35267197
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>>35267210
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>>35239754
>http://lostamerica.com/photo-items/the-salton-sea/

That "artistic" lighting is annoying as crap.
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>>35266940
He is due to the fact that if you look at him in a mirror you will find out that he is, in fact, Awake!


awake awake
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>>35230240
>the bible contains books and passages that have been lost for centuries
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>>35269950
The Book of Revelation II - Revenge
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>>35269950
The Directors' Cut
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>mfw this thread

Fuck yes. /tg/ always delivers.
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Good thing I'm leaving this hotel in the morning. If I make it that long.
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>>35269950
>passages describe a beast the size of a hill having been sent to clear a path for the adversary
>it had been put to sleep thousands of years ago by a prophet and sent to hibernate in a land across the ocean
>the preparation of dead gentiles is detailed, including the use of a blade a cubit in length to dismember them
>a whole book calling out jesus as a liar and a wizard, including a transcript of Jesus on trial for having cursed a pharisee to undeath
>the writings of a prophet who conversed with animals that claimed a different creator than yahweh
>claims that many holy men throughout history have been one person spreading lies, being granted longevity and time travel by a machine. It sounds plausible, except for the vague measurements and mentions of unknown minerals that power it
>this man, like the beast, was banished to a land across the ocean
>the account of an intelligent ape ruling jeruselam for 12 years
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>>35247646
>In the resort town, there ought to be a gang of ghost children playing hide and seek in the alleyways and hidden places between the buildings.

>>35258536
>>Through a series of archways and wrought iron gates is a little dead space between buildings with a large, gnarled tree in the center. At the base of the tree appear to be three gravestones made out of spare building materials and decorated with paint and a number of old, old children's toys.

No records exist, of course, to corroborate the stories, but it is said that one of the most tragic and senseless accidents to occur during the construction of the Resort involved the deaths of three local children when the half-finished building they had been playing in was torn down to accommodate another wave of changes to the Town's Master Plans.

While the Investors were supposedly quick to sweep the tragedy under the rug with the others, the construction workers responsible for the demolition and the children's accidental deaths were said to be heartbroken over what had happened, and took it upon themselves to further alter the Town's Master Plans, designing and building for the children a memorial garden of sorts out of spare building materials where they had died, secreted away in the unused space between buildings.

Once their work was complete and the children had some monument by which they would be remembered, some tellings of the story claim that the workers hung themselves from a construction crane, while others said they simply laid down their tools and walked off into the desert as so many of their fellows had over the course of building the resort.

What is known for certain is that today, guests who somehow manage to find their way to a little memorial garden in the Town's in-between-places with what looks like three little graves may end up chancing upon three little children there who love meeting new people and are just dying to play with them.
>>
Less is more. Don't go full retard with your poorly written fanfiction.
>>
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It is worth nothing that while El Engano Springs resort goes non-euclidean when shit gets real, one can navigate (sorta kinda) by looking at the maps posted on the corners of every floor. Getting to a corner in order to find a map (which i only accurate for a specific floor) is a different task altogether.
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>>35254683
dont forget to vote this on suptg if you like
>>
hi /tg/, back after some sleep. One-shot is tomorrow and there is one last thing i would like to tap into the hivemind for. I have notes on three different stories, which i am grateful (and rest assured you will be credited for them) but there is one last thing im missing: Faces. People of the hotel that mean something, be it the old manager, the Architect, the family that got murdered. Ideas?
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>>35274643
I think you pretty much specified how you were going to go with the story, but I think I skimmed it... not sure who all you're wanting, but-

>Professor Mannes, hotel manager. Though he'd prefer if you didn't call him professor. Not many people knew he ever was a professor, even fewer knew what of. Though always able to put on a face for the guests, staff knew him to be distracted and hard to get a hold of during working hours. This is to be expected of hotel managers, except during the day nobody ever actually saw him working- unless a guest managed to corner him with a request or complaint. It wasn't uncommon for the night staff to find him bustling through the halls, however.

>Hortence Phillips, the assistant manager was much easier to get a hold of. Practically the face of the hotel, he was extremely professional. In fact, he was nothing but professional- no one had any idea what he did before coming to the hotel, or what he does now other than manage. You can ask him where Mannes is, he knows- but he's sure he can help you just the same.

>Alain Benoit, head chef. He seems to have anything you could possibly want in his stores, but he never allows anyone in. And he'll hate you with a passion of you order off-menu.

>Casey Kensington, a much-loved actor with a brief career. A shining star at the time of the hotels opening, he was one of many offered a free stay at the hotel as part of the big publicity stunt (you were using that element, right?) He of course trailed behind him an army of paparazzi, also needing to camp out while waiting for Casey to show his best side. He of course died early in life, as many like him do.

Cont
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>>>>35274643
>Lewis Whittaker, cheapskate contractor. Known to be an abrasive asshole, and who knows where the bastard gets his building materials. His crew were no better, god help you if you brought your wife anywhere near the site. But, he was cheap... His temper got the best of him and he quit the job after "people kept moving his shit around" after hours.

>Miguel Guadalupe, the best in el business. At least for a while. As if the language barrier wasn't bad enough, he seemed to replace his entire workforce daily. At least the ones who'd been injures, which were most of them. After a while, he'd have less and less men with him, until one day he just stopped showing up. Rumor has it he used to be a grave robber.

>Dan, the electrician. Just Dan, thank you. He'd always make reference to "his guys", though no one could remember meeting anyone besides him, and he'd always manage to be on site and working before anybody noticed he'd arrived. He wired the whole place in two weeks. Some folks thought he was just too scared to take longer.

>Francis Delaney, the head bellhop (do they have those?) Everyone involved with the building of the hotel thought he looked familiar, but he swore he just saw an ad in the paper. Mannes was too distracted to confirm he ever put out an ad. Francis got around the hotel real quick, like he knew shortcuts or something. Photos of the build all seemed to have disappeared, but that's probably unrelated.

>Martha Teeter, supreme cleaning lady. Nobody ever called her that but her, mostly when guests called the service desk about bathrooms that had gotten dirty, seemingly without being used. Martha said she could clean anything, and Hortence seemed to like her a lot.
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>>35274643
A few. Not sure if they fit.
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>>35274643
Renee Schweiss
One of the first musicians brought to the hotel, she played during the opening, and every sunday night, her unique style soothing the senses with unmatched expertise.

Room eats people theory: Her music can be heard in the basement, her violin can be found there in a protective case, a mostly intect skeleton next to it.

El Engano Resort theory: She roams the non-euclidean corridors to this day, in a perpetual state of stasis, playing her music, the only thing that soothes her sadness, her violin bow dripping blood. If you hear the violin, run run run.

South American Resort theory: written records of her plays can be found, indicating her been taken away after her second night of her show due to "extreme stress". She was subsequently hospitalized in Goodsprings Mental Clinic where she spent the rest of her days playing music and scribbling infernal poetry about "the faces behind the wall"
>>
>>35275402
>>35275502
name yourself so i can credit you, you awesome awesome person
>>
>>35275502

>Dewey Young, the barman, though he was anything but young. Had to borrow a suit from Hortence to work in, but he could shake a tumbler like nothing you've seen. The guests loved him, people at the bar could be seen enraptured by whatever tale it was Dewey was regaling them with, but they could never really give a straight answer about what the story was. Dewey got a lot of tips.

>The Bishops. Lord Woodrow, Lady Dierdre, and their little shitspawn Joseph. Lord and Lady never exhibited much personality, other than being rich, but Joseph would taunt the staff- you're going to clean this mess, you're going to answer that phone aren't you, you're going to drop that tray, you're going to die alone...

>Herman Spatz, groundskeeper. He and his two sons, Karl and Adolf (it was popular at the time) were always ready to rearrange the furniture in the ball room, trim hedges, what have you. Most of the time, though, they were busy sweeping away the sand.
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>>35275567
Call me Wesley, I suppose. I'm glad you like my stuff!
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The concierge assistants
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>>35275612
Senior Staff
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>>35275626
Main kitchens
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>>35275528
>>35275612
>>35275626
I'm glad this guy has pictures, because I wasn't sure if that was what the op was asking for, or for names and stories. At least now the bases are all covered
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>>35275646
Dinner service
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>>35275656
Maids
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>>35275664
La Hacienda staff
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and all these neatly wrapped in a dusty folder named "Staff". Perfect.

Also several pictures have people crossed out with red ink
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>>35275677
And that's just the first results page for hotel staff in black and white.

Also try Shorpy.
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>>35275576
>Lucy Train, front desk. She got the job by saying how good she was at putting names with faces. She kept the job by learning how to ignore names appearing in the guestbook that never had faces to go with them. Though seemingly good natured and chubby, she was exceptionally racist.

>There were a whole slew of front end girls working the night shift in a very short time, but the one that kept on the longest was Melissa Walker. She always talked about how grateful she was for Janet in the laundry, because they would talk and it would distract Melissa from the sounds of guests walking down the stairs partway but never past the shadows where they would be seen, or people supposedly coming out of the bar and quickly turning the corner into a closet. Nobody else ever met Janet.

>Elizabeth Anderson, or Beth, actually did work the laundry. She was a close associate of Martha's, at least professionally. Beth always seemed a bit wary around her.

>Medical staff at a hospital? Well, Georgette and Wilma had been brought along during construction to try and help stem the bloody tide of worksite injuries. Never did too well. They were kept around because the nearest hospital was hours away, and it was theorized that if guests ever needed medical attention that Georgette and Wilma would be able to help. Their office and quarters were covered in textbooks and posters and models, typical nurse stuff. "Beginner's Biology", "A Brief and Simple History of Medicine", that kind of stuff. Where's their degrees? Oh, around here somewhere...
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>>35275702
And if you wanted to, maybe have some brief "psychological evaluations" written by Mannes himself. Along with some sort of "able" or "unable" next to each one.

Oh, and feel free to change/add/remove and details of course, or change names, what have you.
>>
So, summarization of /tg/ gets shit done

Three differently branching stories, pictures, people and events to go with it. How about this system to go with it if nothing better?
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>>35275561
2edgy anon, 2edgy
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>>35218314
>their own voice responses played back to them

If you're particularly skilled, subtly record the players as they're speaking throughout the game.
If you're doing more than one session, edit the words into malformed, distorted sentences
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>>35275782

>Clarke Bureau, Maitre D. Always real agitated. Probably because he had a very good sense of space... Usually this would have helped him, with seating guests and all, but the ballroom and dining areas always threw him off. It always seemed as if tables and chairs would end up being shoved against a wall somewhere. He really wanted to blame Herman, but he knew he couldn't... it didn't stop him from venting his frustration on the poor german occasionally. Other than that, the only thing that bothered Clarke was Alain. Ever since that one time a guest asked for duck, and Alain gave Clarke a perfect duck, while holding closed fresh lacerations on his arm.

>Handyman Robert Stills wasn't scared of nothin', maybe because he was too dumb. But maybe he was dumb because his head had no room for common sense after all his handyman trivia. Somehow managed to fix anything and everything that went wrong in the hotel- damaged wallpaper from chairs, scraped tiles near walls. He would climb out windows, any floor, to replace outdoor siding and shingles. People remembered him fondly, except Herman- he blamed Robert for misplacing tools.

>Tiffany Hudson and Clarice Hutchinson worked the switchboard, taking calls. The switchboard room was very small, but the girls preferred it. Nobody could sneak up on them. They constantly smoked, and it would seep under the door. Lucy hated to bother them, and would wait for them to come out to her to make arrangements for guests, but Martha had no such reserves. She liked seeing them jump out of their seats and fling ash everywhere, and would have her maids do the same. Probably revenge for the extra scrubbing. There was a vent in the switchboard room, but it seemed to be blocked. Tiffany and Clarice would never admit they were the ones to do it- they just only wanted to hear voices on the phone, please get out.
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good luck describing this to the players
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>>35275402
>>35275402
>>35275502
>>35275576
>>35275782
>>35275998
are you doing this professionaly anon? work in a film company? this is quality charactermaking seriously


BONUS: OP, if your players can be trusted, have them experience flashback where they play as the aforementioned staff during various periods when certain events are triggered (a particularly sensitive PC could have a flashback of the phone operators trying to deal with the frantic calls the night when shit hit the fan)
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>>35266354
clarifications needed. what caused shit to hit the fan in these three branches? what was the event that triggered it? or am i missing something in the thread?
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>>35276045
Nope, just feeling inspired tonight I guess.
>>
Gentlemen,
it has been grand.

Autosage now. So until next time /tg/ inexplicably comes back to the old fighting shape.
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>>35276229
Agreed. Been glorious. You have made it happen /tg/, thank you so much.
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I'm gonna add this to the archive just for completenesses sake
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>>35271014
But anon, you can check out any time you'd like

but you can never leave
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>>35277143
Boob, err bump.

http://www.youtube.com/watch?v=B2AXJBHvkH0
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Gentlemen, it's been a pleasure to have taken part in this thread. My fond regards to you all!
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No, silly. I'm not from the village. I'm from here. I'm always here.
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Defibrilator instructions from Asia. Not sure how they ended up here.
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Kitchen's closed, Bub...
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Just take me away from this place. No, I don't care where the bus is going. Anywhere is better than here.
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Don't look directly at it!
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Performing live, or at least performing nightly, at the La Concha Lounge.
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It is said that it took the blood, sweat and tears of thousands of construction workers to build the El Engaño Springs Resort, but few know just how fully some builders threw themselves into the project...
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>>35277488
Nah, you don't want cavities in your concrete. Makes your buildings unstable. They could collapse at any time or stand forever. You'd never know there even is a problem until it comes down on top of you.
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>>35277525
The Incident of 1937, ladies and gentlemen!
>>
bai



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