HT2004FirstOutline

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Rough Outline

Starting at Davenport, we have perhaps the cow and some cowboys. I like the idea of the old drunk saying he was done kidnapped by indians or aliens or something, he don't know what. Everything seems on-track for a boolegger and revenuer trail, complete with story line.

The bus will be a coach or whatever, and when it pulls into the basin turnaroun there will be emergency vehicles. I think that might work, but nobody will be told the nature of the emergency. Not sure what the line to give the groups here will be, but we'll need a good authority figure to act this one.

Since the bus will have already left (or the roads are not safe, or something), the groups get sent to the building one group at a time... for safety, and to keep things organized. They are sent along the back pathway, not up the driveway.

There may be an empty station at or near the bench, or maybe an overturned station with an actor picking up the bits. This is the first point where the group gets gossip about the emergency and the "broken" trail. Nobody knows what's going on.

At or near the back porch there will be another cowboy station, splashed in blood and maybe even worse. Here we may have an injured or at least tramatized actor? If so, why is there no paramedic with him? Or is there? Or is it too fresh for help to have arrived? Here they get turned away from the back porch, to dangerous. Sent around the building.

At the pump house they have a choice, into the woods or behind the building. Set up sounds, lights, and/or actor to scare away from trail and direct behind building. Or vice-versa.

At some point we can have one guide leap out and kill the group guide and pull some amulet (which looks suspicously familiar) that "proves" this guide was an "alien". Or something. Or not! We may prefer to go with Matt's "the guide disappears and reappears" form. Or both.

At some point the group gets driven into a hallway (by sounds, lights, sillouhettes).. perhaps under the porch. This hallway turns into a crawlway, and that takes some turns and gets black and nasty (maybe). At the exit, there is a "blue funnel" type of room that is completely disorienting, it makes them completely dizzy and weird (trust me on this; I experienced it last week). Behind them, next to the tunnel exit is the funnel exit.

In the building we will have some stations in the heart of the alien camp. Interact with body parts, experiments (mostly alive still), slaves. The shadowy alien presence is the strongest here, lots of the white translucent plastic.

The group gets driven from station to station, chased with helpful hints on how to escape by the experiments, until they are flushed to the ... climax! Where we have a visible alien and some kind of violent (or at least exciting) encounter. End up the driveway, back to the emergency vehicles for debriefing. Exit.

Now, there was a thought of a puzzle or riddle. No! Well, maybe. Say they are in a room, and previously someone told them to go there and leave out the blue door... that's the only safe one. Then the room will have three doors, Blue, Purple, and Green. And it will be lit entirely with Red and perhaps UV lighting, so it is essentially impossible to see the door colors. ANd then they get flushed out quickly.

THAT kind of puzzle I'm good with. Impossible, and involves perception instead of quizes.

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