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Escape From Spooksy Manor

Escape From Spooksy Manor

Publisher

DicePop

Author

DicePop

Age Rating

Teen (13+)

Price Type
Paid
Tags
Ghosts mechanic:Journaling mechanic:Map-Making mechanic:Oracle Solo Spooky

Summary

You have 12 hours to map a haunted manor, escape each room and send the ghosts to the other side...

Full Description

You’d perhaps be surprised how few architects there are that can communicate with ghosts. Even fewer will make house calls. But after a Mr C. Asper wrote to you and offered a large sum of money to floorplan Spooksy Manor, you find yourself glad of your unusual skills. That’s how you find yourself at Spooksy Manor at 8 pm one night, following a five-hour drive in the pouring rain, a few lost turns and finally a surprisingly creepy woods. Welcomed inside by a polite ghost, you’re dutifully offered a hot beverage, as the door closes behind you. Unfortunately, the job isn’t as straightforward as you’d hoped, and you’re informed you have twelve hours to map out twelve rooms, all whilst attempting to either escape each room or send the spirit on to the other side – or else you’ll be joining the wayward ghosts that live there. You’re struck by the regret of knowing you should have negotiated danger pay. At least if you make it out, you know the paranormal society will make you a good cake in exchange for your journal. And the hot chocolate was pretty good too.

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