
J3Carlisle |

I am thinking about making a campaign that takes place in a magical house, one that once you are inside of, it is near impossible to get out, with all sorts or weird rooms, creatures, extra dimensions, sizes, you name it. Pretty much some kind of sick wizards play place.
I am thinking that way to introduce the campaign would be best done through the age olf giving each character an invite to the house for some event, say dinner or a party, and then locking them in to see where and what they do.
I am wondering what people think should be in a house such as this, as well as things to avoid.... so.... ready, set, GO!

Beebs |

There are vague rules for hauntings in the gm guide: http://paizo.com/pathfinderRPG/prd/mastery/haunts.html#haunts
These rules are vastly ellaborated on in the first book of the Carrion Crown AP: Haunting of Harrowstone. Check it out, or at least head over to the Carrion Crown forum to hear some different reactions to the haunts: I.e. what is fun and what isn't.
Whether or not these are the rules you want to use I don't know but they seem like a good place to start. Especially the list of haunts in the Haunting of Harrowstone.