5 thoughts on “What have people used the ghost key for in your games?”

  1. One of my players recently acquired a ghost key that may have been the property of Lord Scurlock. From study, he’s gleaned that the key will open a specific ghost door and allow him and others to enter the ghost field. Within the field, he will be in an echo of the building he was in. In this case, the building is an ancient clock tower. Within the echo of this place, the characters will be able to witness and interact with a past version of the tower, seeing and manipulating hundred year old events inside its walls. My intent is for them to learn some hidden history and likely steal some McGuffin believed lost centuries ago. The key would allow them to enter and exit the echo at will so long as they remained in the tower.

    I’m also considering having multiple echoes of the same building….so that the characters may bounce from time period to time period. In fact, now that I think about, I might have the holder of the key be stable within a chosen time echo…but anyone else runs the risking of slipping in or out (complications and bargains for galore).

    Another idea I had was having ghost keys that connected ghost doors to other ghost doors, allowing users to step halfway across the city (or into an ancient alter within the Deathlands) simply by turning the key a particular way and stepping through the threshold.

  2. I allowed them to use it as a dowsing tool to get into the ghost field and sail past the lightning barriers for a job that took them to the Old Port. (I figure the lightning barrier is lethal to humans too in the physical world, but only dangerous to spirits in the Ghost world)

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