I. Chapter I: The Horror in the X----
A. Museums & Public Collections
1. The Museum of Natural
History
2. The Museum of Fine Arts
3. The Museum of Modern Art
4. The Wax Museum
5. The Zoological Gardens
B. Mercantile Establishments
1. Curio Shoppes
2. Kwik-ee Marts
3. Supermarkets
4. Indoor Malls
5. Department Stores
6. Used or Independent Book
Shops
7. Junk Stores
8. Art Galleries
C. Transient Bazaars &
Festivals
1. Garage Sales, Flea Markets &
Church Bazaars
2. Carnivals, Circuses and
Sideshows
D. City Services
1. The Library
2. The County Morgue
3. The Post Office
4. The Local High School
5. The Elementary School
6. The Junior High or Middle
School
E. Public Entertainments &
Services
1. Taverns & Nightclubs
2. Hotels
3. Swimming Pools
4. Amusement Parks
5. Sports Arenas or Stadiums
6. Cemeteries
F. Private Establishments
1. Churches
2. Universities
3. Fraternities
4. Sororities
5. Gentlemen's Clubs
G. Professional Businessplaces
1. Funeral Home or Mortuary
2. Fortuneteller, Psychic or Medium
H. Private Residences
1. Old Houses
2. New Homes
3. Mansions
4. Trailers & Mobile Homes
5. Apartments
Being filled with ancient artifacts, as well as
mummified human and animal remains, this place is a hot-spot
supernatural activity, all the more frightening because of
its formal and respectable facade. Everything from cursed
jewels to wandering mummies may be found here, with the
prime spots for supernatural activity being glass cases on
prominent display, as well as the back workroom for the
recently arrived exhibits. Night watchmen at such
institutions have an unusually high rate of mortality, with
an even higher rate (compared to the city-wide norm) of
being possessed by ancient gods.
Rating: 




A prime spot for ghosts, typical haunted family
portraits, as well as the occasional painting which acts as
a gateway to other worlds, or statues which come to life for
a night on the town.
Rating: 


No one ever heard of a haunted Jackson Pollack or Andy
Warhol, and there are reasons for this. Likewise, most
modern art statues, if they did come to life, would
immediately die from Picasso Syndrome, flopping around like
flounders with their eyes on one side of their head. Only
the occasional demonically inspired work keeps this location
from being completely banal.
Rating: 
Delightfully creepy. Not only is this a spot for
hauntings and living figures, but also for crazed murderers
who cover their victims with wax (and while this is not
supernatural, it is sufficiently macabre for them to qualify
as honorary members of the uncanny set).
Rating: 



Werewolves and cat people have a tendency to end up
here, typically after a night of binging on late-nighters
and stray homeless people. City vampires, who can summon
wolves, have also found it expedient to unlock the cages
first, otherwise this traditional vampiric power is somewhat
less than impressive. Visiting shamans, in need of a
convenient jaguar to do their dirty work, have also been
known to liberate one from this spot.
Rating:

Usually seedy, shabby little places on side streets.
The gnomish proprietors of these places are usually retired
wizards or something equally interesting. Even if the
proprietor is completely mundane and ordinary, there's
always something intriguing to be found among the items for
sale, typically on the "We've had this for years and no
one's ever asked about it" shelf, or among the "New items,
just in and not yet catalogued."
Rating: 




The frozen drink machines, the mummified hot dogs, and
the strange foreign proprietors are at once too horrifying
and too banal for even the most desperate supernatural
creature to put in an appearance here, unless it's one of
the ones who's pretending to lead a normal life (such as a
vampire detective) but even then, such creatures will still
spend as little time as possible around this paragon of
dullness.
Rating: 0
Same trouble here as at the Kwik-ee Marts. Mummies do
not inspire horror when walking through the frozen food
aisle, and only a full horde of zombies has any chance of
making the check-out line a scene of terror.
Rating: 0
Too upscale for the curio shoppes and bookstores, these
modern contrivances require zombies and psycho-killers for
any amount of interest. Abysmally dull, though as a saving
grace, such places have adjoining parking structures, which
late at night are reasonable haunts for vampires, sword-
swinging immortals, and other nocturnal denizens who want a
deserted spot that still has easy access by car.
Rating: 0
( 
for
parking structure)
While superficially as dull and boring as the mall
outside, department store mannequins can still sometimes do
the same tricks as their cousins in the wax museum. Magical
beauty products also on occasion make their way to the
cosmetics counter, usually via female clerks who are in some
way related to the proprietors of the curio shoppes.
Rating: 

Not quite as paranormal as the curio shoppes, these
stores still are the prime spot for magical tomes and
haunted books. Almost all of the owners are either
practicing wizards or at least students of the occult who
will be able to give some helpful hints when unusual
occurrences begin to happen.
Rating: 


The poor cousin of the curio shoppes, these stores
occasionally get supernatural items, but far less regularly-
-unless the customer is a child, in which case they are just
as reliable as curio shoppes, as well as much cheaper.
Rating: 
( 



if the
patron is twelve or under)
While having many of the same modern pieces as the
Museum of Modern Art, these are also the spots where the
works of suicidal or mysteriously vanished young artists are
first displayed. Also, occasional bits of rare jewelry or
other artifacts show up through the black market.
Rating:



Outdoor equivalents of the junk stores, with the same
access to rare items. The fortunetellers found at church
bazaars are usually just girls in their early teens, and
completely inaccurate, unless the querant is the same age or
younger, at which point accuracy jumps to 100%.
Rating:

( 



if the
patron is twelve or under)
The supernatural on wheels. Anything and everything
can be had here, from monsters from the freak show to rare
artifacts given away as prizes at the dime toss. All ages
are welcome, with none given preferential treatment.
Rating: 




For the best possibility of supernatural activity, a
library must be old, typically built by some eccentric
millionaire as a gift to some small town. The architecture
is usually bizarre, and the stacks contain the dead
millionaires private collection of usually occult books.
Even if not, the library stacks are a prime location for
ghosts, stalking monsters, and undead wizards in search of
their old books.
Rating: 


The place that vampires and zombies usually wake up
first. County coroners have an unusually high mortality
rate as a result, especially since they have convenient
access to the sewer system--often as a secret back-panel to
one of body drawers.
Rating: 


Apart from the occasion package sent by a dead aunt or
professor in the field, which exhibit their supernatural
nature only after being brought home and unwrapped, the only
frightening and uncanny thing about this location is the
employees themselves.
Rating: 0 (though it is important to
note that the supernatural packages remain quiescent the
entire time they remain at the Post Office, even if this is
for months)
A prime location for hauntings and psychic phenomena,
typically after hours or on Prom Night. As with
universities, occurrences are rare but spectacular, and
young psychics who do not save their power till college
typically manifest it here.
Rating: 

If one is of age to attend this place, supernatural
occurrences abound, including such feats as turning one's
teacher into a cat, school ghosts, and of course the popular
favorite of the white witch who got herself a teaching
credential in lieu of signing the Devil's black book. (It
is well known that Hell can only be so cruel, and dealing
with a class of hyperactive children is a fitting substitute
for the Imps of Satan and the Legions of the Damned.)
Rating: 


if one is
of school age, otherwise 
This place is horrifying enough on its own without the
odd monster, weird occurences, or precocious psychic or
witch that may be found here. However, it should be noted
that even a werewolf caught in the throes of puberty can do
little to match the mundane terrors of everyday life in this
place.
Rating: 

if one is
of school age, otherwise 0
Typical spots for hauntings, though usually only in
ones over one hundred years old, or sites for some
spectacular massacre. Vampires are also known to frequent
these places, particularly the dark, smoky, meat-market ones
where the lighting is too dim and the patrons too drunk to
notice stuff like pale skin and missing reflections.
Rating: 

While most haunted hotels must be more then two hundred
years old, far away from civilization and somehow cared for
by one feeble old man, modern hotels are still prime
locations for supernatural occurences. The fastest way to
insure a hotel disaster is to attend a convention, or to
crash one, at which point the legions of the damned with
undoubtably rise out of the ground and devour you whole.
Rating: 


Water monsters of every shape and size frequent
swimming pools, even those who have no business finding
their way there in the first place. The pool is also a
favorite haunt for young children, thereby supplying the
monster of spirit with an almost inexhaustable supply of
snack food.
Rating: 
( 


if under
twelve)
More stable and much more respectable than the
traveling circus, amusement parks are usually just the haunt
of serial killers and the occasional ghost, though the Fun
House is always the notable exception. This is usually a
relic from some traveling carnival, with the line, "Oh yes,
that. We were planning on tearing it down years ago, after
what happened there, but the management never got around to
it, so we decided to open it back up..." Fortunetellers
also occasionally ply their trade here, typically at the
dilapidated old boardwalks and amusement piers.
Rating:


( 



for the
Fun House or any other structure which is a
relic from an old carnival)
Despite the number of teamsters said to be buried in the concrete and
the number
of deaths on the field, very few hauntings occur in these locations, almost
inexplicably so.
Angels and helpful spirits occasionally show up, but only for children or
particularly
down-and-out athletes.
Rating: 
Ideally, a cemetery should be old and deserted, without easy street
access, such as
a mile outside some small town. Such locations are the prime spot for
vampires, witches,
ghosts and Satanic cults, as well monsters hiding out from humanity--though
usually not
all at the same time. Mausoleums, especially of dead wizards, are sites of
particular
interest.
Rating: 



Despite the fact that they are usually safe-havens for
those seeking refuge from supernatural occurrences, people
should be wary of the occasional closet-satanic church with
the attending Black Mass props in the basement, the ghosts
of evil priests, and various workings of Satan. Likewise,
various evil artifacts are kept for safekeeping on holy
ground, but can still be stirred up by the uninitiated.
Strangely enough, synagogues and Islamic temples do not have
these problems.
Rating: 

For best results, a university should be old, dating
back to at least the Ivy League, with lots of gargoyles and
Masonic symbols lurking in the eaves. Hauntings abound,
especially at the favored suicide-spot come finals week, or
the site of the infamous "Fraternity Prank Gone Wrong."
(See Fraternities & Sororities.) Also of note is the
basement of the School of Medicine or the Biology Department
where various Frankenstein experiments are performed, though
the cataloguing room of the Anthropology Department should
not be overlooked, since this is where many unusual
artifacts end up, if they do not go to the Museum of Natural
History.
Rating: 
to 

for modern
universities or community colleges, 


for Ivy
League or older.
These institutions are notorious for spectacular
supernatural occurrences, typically as part of the aptly-
named "Hell Week" where freshmen are rushed in and subjected
to various torments and tortures, many of which have roots
in Masonic practices and various mystery cults (not that the
fraternity brothers understand this, hence the possibility
for fun). Supernatural happenings come about either as a
result of a fraternity prank gone wrong--someone initiate
dying, usually before the memory of any of the brothers
living in the house--and a subsequent haunting, or, and more
spectacularly, the initiation of some young shy young
freshman with remarkable psychic potential, whose mere
presence sends a force spike through the ancient (albeit
poorly done) initiation rituals. Supernatural dabbling by
the brothers later in the season can have similar results,
and it is not unknown for one of the brothers to discover
he's a werewolf, or for another to be sent out for a hooker
and come back with a moonlighting vampire.
Rating: 


Similar in nature to the Fraternities, Sororities
nevertheless have some significant differences. First off,
very little occurs during Hell Week, unless it is a
spillover from an affiliated Fraternity. Rather, the
supernatural activity at Sorority Houses is of a more
controlled, dangerous nature which simmers over time,
usually boiling over at Homecoming or the Spring Formal.
The House Mother and/or one of the upperclassmen is usually
a witch of fair power, considerable knowledge, and
questionable morals, particularly with regards to casting
love spells on football hunks, throwing curses on girls they
don't like, and identifying and recruiting sweet-young-
innocents with no occult knowledge whatsoever, albeit
psychic potential up the yin-yang. Various rites and
rituals transpire, including several accidental deaths,
before the sweet-young-thing loses said innocence, figures
out what's going on, and blasts the House Mother or
upperclasswoman into tomorrow. Occasional sororities have
no resident witch, but a few dabblers, who like their
counterparts in the fraternities, can cause a great deal of
havoc with simply one book of spells and an old Ouija board.
Rating: 


The fixture of another century, Gentlemen's Clubs are
steeped in history and lore, and no little bit of magic.
Covens of antiquated wizards find them very much to their
taste, while even the more normal ones have the occurrence
of "Look what young Hopkins brought back with him from
India." While this is rarer in modern times, it has become
replaced by "Why look at this odd little statue we found in
the storeroom. One of the old members must have brought it
back from his travels."
Rating: 


Site for vampires as well as mad necromancers working
as morticians. Funeral homes in the middle of cemeteries
are usually the first to notice zombie invasions.
Rating:




These (typically female) professionals fall in to four
categories: arcane old women who know too much; gifted,
though often ditzy, young women who will one day be arcane
old women, if they live that long; charlatans of any age
with more business sense than mystic talent; and teenage
dabblers, who may one day become quite proficient, but are
easily freaked by their experience. Their shops are
typically storefronts with neon signs in the bad part of
town, booths at nearly abandoned amusement piers, and
occasionally blanket-tents set up in the back of church
bazaars or neighborhood children's carnivals. All such
psychics are useful when encountering--or having already
encountered--the supernatural, though they have high
mortality rates. Arcane old women typically die of heart
failure, brought on by old age and/or the summoning of
something too powerful for them to deal with, at which point
they give some cryptic warning. The (often ditzy, albeit
talented) young fortunetellers, mediums and psychics give
excellent warnings, and are much more survivable than the
typical horror heroine, since they instinctively know when
to run from the monster in terror, often before it has
revealed itself to everyone else. The minimally gifted
charlatans typically end up as the victims of either serial
killers or demonic entities, both of whom are endlessly
amused by this and gloat over the bodies going, "Hah-hah,
you couldn't even foresee your own death." Finally, the
teenage dabblers are younger versions of the gifted
psychics, though with far less well tuned "run from the
monster" instincts. If they survive, they eventually become
gifted psychics. On the whole, visiting the place of
business of any fortuneteller is an open invitation to the
supernatural.
Rating: 




Old houses have a certain cache with the supernatural set, but as with everything in the world of mortal real estate, the three most
important points are still location, location, location. Is it located on a high hill or next to a cemetary? Add a skull for that.
Does it have a gate to the netherworld conveniently in the basement? Add another skull. What about a history of murders, suicides, or at least
entertainingly eccentric former owners? All of these are selling points, and likewise with peeling paint, creaking steps, overgrown shrubbery
and infestations of bats. But even a bright well-cared for home in the best part of town with no history of note can still be a spot for
supernatural activity, especially if it has a name like "The Old Jenkins Place."
Rating:



on the average
If they can't obtain an old house with an interesting,
history, most creatures of the supernatural follow the same
pattern of their mortal counterparts and go for a new home
they can put their impression on. Add to that unscrupulous
real estate developers with a penchant for building on abandoned
cemetaries, indian burial grounds and toxic waste dumps and you
have a fine mix for all manner of horrors, from irate undead
shamans to invasions by mutated sowbugs. And when they both
show up the same week from the toxic waste dump/indian burial
ground combo, watch out!
Rating: 


It is one of the great truisms of the supernatural that while not all rich people are evil, almost all evil people are rich, or at least
ostentatious. If you've got it, flaunt it, and vampires who've been preying on the living for centuries are accustomed to living in style,
either because they always have been or because even if they slept in the dirt while they were alive, now that they're dead (and still
sleeping in the dirt) they're going to make certain that their coffin is in the best house several centuries of money can buy. Ghosts
follow the same rule, except that the ones that live in mansions were both evil and rich to begin with, and now that they're dead (and can't
get any richer), they do their best to make up for it by being twice as evil just to keep up appearances.
Rating: 




While not as well known for ghosts and vampires, trailer parks and mobile homes cut their losses by attracting werewolves and aliens.
Indeed, where else in a city can you park a strange silvery-domed vehicle with flashing lights and antennae and not have it draw attention?
Most of the behavior of werewolves is likewise overlooked, especially with the number of trailer park denizens who already have full beards and
ponytails.
Rating: 


Though seldom the choice of vampires, werewolves, mummies or sword-swinging immortals, apartment houses are known to be the residence
of choice for ghosts, if simply because the psychic housecleaners tend to go for the higher ticket items like the old mansion on the hill, and
most folks, if faced with an unpleasantly haunted apartment, will just give their thirty-days notice and move out. Or else decide that,
compared with the average roommate, most ghosts and demons are far less intrusive into your personal life and slam doors and break things with
much less frequency than the average roommate.
Rating: 



Member AvatarSearch OccultLink Exchange

Create your own account!