10 thoughts on ““Ghost key: An arcane device which can open ghost doors.””

  1. In my game a ghost door is spawned over the body whenever someone dies. The more horrific the death, the longer the door will last, anywhere from just a few minutes to years depending. Someone trained in using a spirit mask can see ghost doors, and by attuning to them they can travel between different doors. Every door is unique in signature, so if you’ve never seen it outside of the field, you won’t be able to find it inside the ghost field, but you could always try and random door and see what happens.

    Traveling through ghost doors is incredibly stressful, dangerous and stupid. Every time my cult crew has attempted to use a ghost door, things have gone horribly wrong. They still try to use one every session. Consequences have included nightmares of people you’ve murdered, hearing the ghost of your brother tell you his death wasn’t an accident like you believed, and becoming possessed by a demon. I love blades PCs.

  2. Oh I like Mark Griffin’s version! It’s much more harrowing than the one my players came up with.

    In the game I ran we had Ghost Doors as teleport doors that could only be opened with a ghost key. They were of course troublesome in that they often let ghosts come through from the in-between spaces. Our Whisper would create them with an involved ritual — but nowhere near as wonderfully harrowing as requiring a freshly dead body!

  3. You could go a step further and have a secret force/military police/magic specialists that can use the Ghost Doors for transport where they want, are highly adept and competent in their use, and use them to raid significantly high tier organisations. They have a special deal with the prison to procure victims to create the doors when needed.

  4. Maybe tie it to the Unseen, who have people who are blackmailed into committing suicide with special ritual daggers. So they blackmail people who have access to sensitive locations, and then raid “over their dead bodies.”

  5. My crew usually murders any convenient person in their secret lair, and then after breaking in somewhere there always seem to be plenty of brutally murdered bodies created by the cutter for the escape. Someday something nasty will come through the door in their lair. But your ideas are great too, I’ll try and find ways to fit them in.

  6. We’re going for a less-body-count game. partly because it’s the style that appeals – and partly because of the monitoring of death and inherent bad things that happen when too many ghosts are around.

  7. I thought my group might be that way, but then they really decided to be bad guys. It’s always the quiet ones man.

    Normally when a group makes evil pcs in d&d, the group accomplishes little, murders everyone and falls apart. For some reason that hasn’t been a problem with my blades groups, not sure why. Maybe it’s the crew sheet and the desire to advance that together.

  8. We’ll see how our group goes – they’re more fans of Leverage than Dishonoured. On a side note – I just started playing Shadwen, a third person sneaker/assassin game on steam. Fun, but a bit glitchy and easy. Has the interesting story mechanic of a little girl who follows you – and whether or not you kill guards in front of her.

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