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D23: Monster - The Concierge

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THE CONCIERGE The manager’s right hand on the first floor gifted power to lord over the guests who vexed him in life. Looks out for the interests of the hotel and its reputation over the individual desires of any guest. Exceptional manners. Useful out of spite. Attentive and petty. Desires only for you to check in, follow the rules, and check out. What’s so hard about that? HD: 6 Armor As Chain Strength Of The House: While on the 1st Floor the Concierge has several abilities granted by the Manager. Each must be invoked by configuring the esoteric clockwork gears on his wristwatch. Can teleport anywhere on the 1st floor and take anyone or anything in his grasp with him. Visitors who make themselves pests (Or at least their luggage) are often dropped in the Gullet for the house to sort out. Can lock / unlock any door on this floor or portals leading to the outside. Staircases can be made to vanish but this power does not extend to the elevator. Cannot die. If this body is slain, re...

D23: Monster - Wraith Hound

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WRAITH HOUND Carrion creatures of The Path leashed and taught to beg by the stewards of the hotel. Shaped like malefic canines with leathery cracked skin and slit-like wounds for mouths. Blind but smells fear, desperation, and weakness just as well as any bloodhound. Pack hunters whose howl isolates their prey in a labyrinth of shadows and false exits using their foreknowledge of the winding Path all around them. Feeds on blood with lashing tentacles emerging from their mouths ending in suckling proboscis’. Can be “domesticated” with a steady supply of fresh kills and companionship. HD: 2 Armor: As Leather Claws 1d6 / Proboscis 1d4 (Damage heals the Wraith Hound) THE CHASE: The howl of a Wraith Hound forces a target to make a save or else become Isolated. While Isolated, the environment becomes a winding maze of shadows and repeating corridors blinding the victim from anything happening in the outside world. All they can see are the false walls and the Wraith Hounds. While a victim ...

D23: The Channel Hall

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  The Channel Hall The deck of a wooden frigate acts as the path between destinations affixed with sails that flow in a non-existent wind inside of a massive glass bottle that encases the whole ship. Just outside of the glass sea creatures flit about in an artificial sunlight while coral and algae grow on the ceiling. Gulls and sea swell fill your ears while the smell of the fresh ocean air contrasts sharply with the perfume of the rest of the hotel. The “bottle” has two narrow necks connected to the deck of the ship with hatches on either side connecting adjoining rooms stylized to look as cork caps. Upon closer inspection, the sounds of the sea are coming from discrete loudspeakers in the corners of the chamber while the sea smells are emanating from diffusers hidden inside of the wooden barrels on deck. There are several cracks in the glass bottle though none are yet large enough to spring a leak in the surrounding aquarium.               ...

D23: Birthday Party

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Birthday Party The double-doors to this room are bound in a fine red ribbon bow secured with a heft iron padlock. An envelope bound by fanciful pink string is dangling from the doorknob. Inside, is a perfume scented envelope with a short message written in a flowing cursive. The message reads, “Happy Birthday [Character Name]! Your present is inside!”. Regardless of the time before arrival any time pieces or other devices register the time and day as being their birthday down to the minute. When the door is opened gears begin to shift in the walls rhythmically like the sound of a clock ticking down. The room is the size of the other dining halls but contains only a single buffet table covered in a sheer white tablecloth with a redwood wardrobe trunk haphazardly thrown on top almost as big as the table. The trunk is secured with an array of numeric keypads made from chains and typewriter keys with a kitchen timer secured to the center ticking down. The clock will go off in a minute w...

D23: THE GALLERY

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THE GALLERY A room supported by four pillars depicting various gods and goddesses of justice on frescoes. Each exhibit is mounted on a star shaped stage with a large spotlight hanging overhead. On stage, a ghostly scene is played out endlessly over a loop. Most are oddities but some few are prisoners who crossed the Manager or spirits who have no other place to go. THE SAFECRACKER - A casino worker looks both ways before attempting to crack the safe. After a few moments, she rises and turns around before holding out her hands. She draws a gun but then falls, two bullet holes in her torso with a flash of blood. When the scene repeats she simply stands back up fixes her dress and acts it out again. A drunken lout often hangs around here watching her. His name is Carl and he’s the one who ratted her out. He’d do anything to free her from this except turn on his boss. THE FUTURE - A set of mannequins depicting the player characters with chalkboard signs hung around their necks. It would ...

D23: The Sitting Room

THE SITTING ROOM Mottled and faded couches pulled together around a pile of televisions hooked to the same haphazard monstrosity of an antenna which bursts through the ceiling. A group of watchers, people wearing strange animal masks are transfixed by a blurry bright red image burned into every screen and not the open bag of silver dollars on the broken set in front of them being used as a rudimentary table. THE WATCHERS: Six humanoids in party clothes wearing animal masks of various styles. Will continue focusing on the television screens until a command is given after which they will perform that command until asked to sit back down. Do not respond to outside stimuli unless their view of the television is blocked after which they will rise and surround the disturbance slowly with barely contained rage before softly but firmly asking the offender to please move out of the way. If attacked, will only fight back to defend themselves and their television. THE TELEVISION NETWORK: A brig...

D23: Trashed Ballroom

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  Trashed Ballroom Description: An opulent center piece reduced to ruin. Every wall is riddled with countless bullet holes of varying calibers. Catering tables split and splintered covering the marble floor with shrapnel. Smashed chairs covered in dried rust colored blood. All that survives is a single violet banner hanging off of a wedding arch and a grand piano who’s player remains as a translucent spirit. THE PIANIST: Plays music befitting the mood, which upon arrival is a melancholy piece fitting for the gloom but as things change or tensions fray will speed up or slow down his playing. Cannot be stopped unless banished. THE WEDDING MASSACRE At a random time throughout the day the ballroom will slowly begin to heal itself. The arbor will regrow its branches, the chairs will mend, the feast will be remade. Spirits of the former wedding occupants (and their assailants) will return and perform their last moments once more ending with the bullet ridden massacre. The emotions he...