The Misgivings Haunts
Here are the Haunts in several rooms of the Misigivngs (Foxglove Manor).
((Hey - Real Talk. I didn't write these, but I adapted them from someone else's campaign, and mostly left them as-is. Unfortunately, I can't seem to track down who wrote them originally - if it was you then Thanks! My players had a blast with these! Let me know and I'll take them down or give you credit or whatever works best.))
Ah, the flamenco! You rarely get to dance it these days, living so far from the people. The last time you danced it was in this very room for your husband, though he was just a noble at that time. You leap into the air, twirling about the room in tight fast circles, and a cry of joy is upon your lips as you let your soul be free, even though he has imprisoned you here alone while he is off in Magnimar.
The horrors! The things you have seen in the deeps! Your husband is a monster wearing the guise of a man! You have no idea what he was doing down there, but you know blasphemy when you see it. The gods must have cursed him for his actions, as he was consumed by a horrible sickness and decay before your eyes. As he died, he spat such horrible curses at you! Words that you had only heard from sailors in Magnimar, and worse. “Damn your sex!”, Vorel gurgled as the plague took him. “Damn your curious nature, and your need to stick your noses where it's not wanted! I'll kill you for this, whore! You first, while our daughter watches. And then I'll kill her, just for the crime of being female!”
((Hey - Real Talk. I didn't write these, but I adapted them from someone else's campaign, and mostly left them as-is. Unfortunately, I can't seem to track down who wrote them originally - if it was you then Thanks! My players had a blast with these! Let me know and I'll take them down or give you credit or whatever works best.))
Burning Manticore:
As you enter the foyer again, the smell of smoke
is heavy in the air. Before your very eyes, the stuffed manticore's mane bursts
into flame, quickly engulfing the centerpiece in a massive conflagration. It
roars in pain with a hoarse, painful voice, and turns to face you with its
cold, glassy eyes. By this time, the entire beast is engulfed in the flame, and
you can feel the heat upon your skin as it leaps for you. The creature is
loathsome to your eyes, but no more so than its face, a twisted and cruel
visage of humanity, but with growing horror, you realize the face has changed
since your first viewing of the beast. The deformed features have smoothed and
refined into the face of a woman. It is a familiar face to you. It is your
face.
It is close now. The heat from the manticore is
painful to be near, but the fire gives you the same small comfort it did years
ago. You had no other options, after all. For six years, you'd seen this
damnable manor darken the soul of your husband, taking what was once a good and
ambitious man and change him into something dark and secretive. It had changed
him, and it probably had changed you too. Six years ago, you would never have
thought you had the inner courage to set the house ablaze, and take your
children back with you to Magnimar. Traver couldn't be saved, you knew that.
You had no choice. He would be sacrificed to save your children. To save
yourself.
The servant's quarters were your proving ground.
When you set the blaze, when you watched it erupt and consume the building, you
felt free at last. Free from the yoke you have lived under for too long. Free
from fear, free from guilt, free from him. All that remained is to set the
blaze in the manor house proper. Set it, and be done with it.
But he comes! He yells your name, and you lash
out at him with your firebrand!
(At this point, the burning manticore attempts
to strike you with its burning stinger. Make a touch attack against yourself.
The manticore has a +4 bonus. If it hits, you take 4d6 points of fire damage,
and need to make a Reflex DC 15 to avoid catching on fire.)
Worried Wife:
What does he get up to down in the damp below?
You asked him that once. He didn't respond, and that was worse than any answer
you could have received. That and his glare. It was like he was looking beyond
you, as though he was trying to will you out of existence. How could he not
care about you? How could he not care about Lorey, his own flesh and blood?
What has become of him? What will become of you?
No more! If you and Lorey stay here, then you
will be caught up in whatever madness Vorel is working on. If you don't leave
now with her, you may never leave. She is beside you, and he is downstairs, as
he ever is. Go, now! This is your chance!
(Make a Will save (Fear, enchantment), DC 14. If
you fail, then you are under a suggestion spell. You believe that Antwon is
your child, and you both need to get out of this house before something
horrible happens. Please feel free to ham this acting up as much as possible!)
Dance of Ruin:
Ah, the flamenco! You rarely get to dance it these days, living so far from the people. The last time you danced it was in this very room for your husband, though he was just a noble at that time. You leap into the air, twirling about the room in tight fast circles, and a cry of joy is upon your lips as you let your soul be free, even though he has imprisoned you here alone while he is off in Magnimar.
But not today! You don't know how someone else
has stolen into the manor, but you quickly begin dancing with her as well. She
is a beauty, a vision of Varisian beauty if ever there was one. Long curled
hair, dark pools for eyes, curvaceous and graceful – she would be a catch for
any man! But tonight she dances with you, and she matches your step beat for
beat.
As the dance continues, she proves to be a
remarkably skilled dancer, almost anticipating every step you take about the
parlor. And why wouldn't she? After all, she is you. Who else would know your
next move? You take her/you into your/her arms, and you dance even more
frenetically to the increasingly fast tempo echoing from the piano. You don't
notice the change upon your partner at first. The mark upon her skin is tan at
first, but quickly resolves into an angry blue-black bruise about her throat.
Her eyes begin to bulge and water, her mouth contorts in pain, and her tongue
protrudes as she gasps for air.
(You will be dancing for the next 2d6 rounds –
go ahead and roll it. You take 1d6 hit point damage from exhaustion right now,
and will be taking that damage every round until the dance ends. You may make a
DC 15 Will save (Fear, enchantment) at the start of each turn to end the dance
early.)
Iesha's Vengeance:
He is dead! Your husband, Aldern, has killed
him! Not one moment ago, you were seated by the fire with the carpenter, the
two of you reading a treatise on the founding of Korvosa, and the next, the
carpenter was struck from behind! Aldern was there, his face a mask of fury as
he struck the carpenter with a stone bookend. He discards his bludgeon and
turns to you, his face red, his eyes accusing. “You harlot!”, he cries,
grabbing at your dress and pulling you to your feet. “I am your husband! You
are mine, and no other man shall lay a finger upon you! Not now, and not ever
again!” He grabs the scarf you wear about your neck, and pulls it tight around
your throat. Silently, you plead with him, scratching at his arms and kicking
with your feet, trying to show him the book. But the carpenter fell upon it,
and your vision swims. As the light fades, your husband is the last thing you
see. The man you fell in love with has taken your life. How could he do this to
you? Your last thoughts before you black out are those of rage.
(Please make a DC 16 Will save (Fear, enchantment).
If you succeed, congratulations, you're safe! If not, you are paralyzed with
fear as the ghostly image of Aldern Foxglove appears before you and seems to be
pulling the scarf around your throat tight. Additionally, since you failed this
first save, you need to immediately make a DC 16 Fort save. If you succeed, you
take 3d6 damage – go ahead and roll that right now. If you fail, then you are
suffocating. You are reduced to -1 hit point and you are dying.)
Frightened Child:
"Quick!”, Sendeli says as she ushers you
and Zeeva into the room. “Hide under the bed! Mommy won't find us there!” The
three of you crawl under the bed, and cower in the darkness. You don't know
what's going on. Mommy came into the house, a torch in hand, and started
shouting Daddy's name. She went upstairs, and the screaming and crashing
started. The three of you snuck into Daddy's observatory to see what was
happening, and saw Mommy and Daddy fighting. Mommy had her torch, and she was
waving it around, trying to burn Daddy with it. Daddy had a knife, longer than
the ones the servants use in the kitchen to cut meat, and there were things on
his face. Ugly black bulges. Even your young mind knew what was happening. They
were trying to kill each other.
Sendeli grabbed you both by the hand, and the
three of you raced here, to your room, to hide. You shivered in the dark. You
might only be six, but you know that tonight, you and your sisters are going to
die. Either Mommy will kill Daddy, and she will burn you alive, like she burned
the servant's quarters, or Daddy will kill Mommy, and then he will carve you
three up with his long knife. You sob, knowing that you are going to die. Zeeva
whispers to you. “Shush, Aldern! Or they will hear you!”
Then there is a crash. Followed by a scream that
dies away into nothing. Then footsteps, loud ones down the stairs. You begin to
scream in fear, but Zeeva and Sendeli place their hands over your mouth to
muffle you, to avoid giving away your hiding place. The footsteps turn before
they come to your room, however, and the double doors to the gallery are thrown
open, followed shortly by the doors to Mommy and Daddy's room. Those doors
slam, and then everything is silent. Silent, except for your sobs.
(Please make a DC 16 Will save (Fear,
enchantment). If you fail, you are shaken
as long as you remain in this house. Shaken gives you -2 on attack rolls,
saves, skill checks, and ability checks.)
Phantom Phage:
“What's on your face, Mommy?”, Lorey asks her
mother. The damnable woman! You were close – close! - to finishing the great
work, finishing your glorious transcendence, when she came barging into your
laboratory at the worst possible moment. Your attention was distracted, and it
all went wrong immediately. The ritual consumes you with a horrible affliction
in a moment, and your body dies, deformed and ridden with tumors and boils.
But something of the original work still went
right. The bitch had no idea what she saw, and you were too far along for the
ritual to fail completely. It may not have worked as you intended, but you live
on. This was not the transcendence you were hoping for, but you can make this
work.
First, though, revenge. Kasandra has taken your
dream from you. Now, you will take her life. Her, and that whelp. You reach
out, and stroke your wife's cheek. Her skin blackens where you touch, and the
infection begins to spread. Lorey screams, and backs away from her mother in
fear. She may be able to escape her mother's grasp, but she cannot escape yours.
Another touch, and the infection spreads to her.
Within minutes, both your wife and your daughter
are dead from your hand. Good riddance. You remember the pain they must have
felt, as it was your last experience. Growths on your face, foulness bubbling
forth under your flesh, filled with pus and cancerous flesh, choking on the
tumors in your lungs, blind as the growths swell your eyes shut. It was a
gruesome way to die. The least you could do was share it with them. You tried
to tear the corruption within your body away, just as they did. It helped them
as much as it helped you. It only helped to disfigure their bodies further.
(You tear at your own flesh, dealing 1d6 points
of damage to yourself. Make a DC 14 Will save (Fear, enchantment) at the
beginning of each round to snap out of it.)
Misogynistic Rage:
The horrors! The things you have seen in the deeps! Your husband is a monster wearing the guise of a man! You have no idea what he was doing down there, but you know blasphemy when you see it. The gods must have cursed him for his actions, as he was consumed by a horrible sickness and decay before your eyes. As he died, he spat such horrible curses at you! Words that you had only heard from sailors in Magnimar, and worse. “Damn your sex!”, Vorel gurgled as the plague took him. “Damn your curious nature, and your need to stick your noses where it's not wanted! I'll kill you for this, whore! You first, while our daughter watches. And then I'll kill her, just for the crime of being female!”
(Make a DC 14 Will save (Fear, enchantment). If
you fail, you must attack the closest female using all of your capabilities to
kill the target. This lasts for 1d4 rounds, or until the target is slain. This
is an effect like dominate person, which is an enchantment (compulsion) effect
with the mind-affecting keyword. Any bonuses or penalties that would apply to
those effects apply here.)
The Stricken Family:
None. See, here's the thing - while the other
haunts are personal, this one is formed by all of the spirits haunting the
manor. The other universal haunt, The Worried Wife, is more keyed to Kasanda
than any of the others, and is able to evoke the dread she was experiencing
leading up to confronting Vorel. This one, though, is clearly more overt than
the others, and affects anyone inside the room. Therefore, there's not a single
handout to give to the PCs - they start up the haunt through their own actions,
and experience it at the same time.
Suicide Compulsion:
You have killed her! By the gods, you have
killed your Cyralie! Monster, she called you, as she tried to burn you and the
house, like she set the servant's quarters ablaze. And perhaps a monster you
have become. You put a hand to your face, and feel the cancerous growths. He
has been in control. He forced you to kill your wife. He was the one that used
his sorcery to redirect the fire's flow to her. He was the one that set her
ablaze. He was the one that shoved her through the window.
You realize this now. That's why you ran from
the observatory. For the first time in months, you are free of his corrupting
influence! As you ran, you heard his raging bellow behind you. “Who are you to
escape me?”, he thundered, and he was upon your heels in a moment. You fled for
the front door, but as you cleared the stairs to the upper floor, you knew
escape was impossible. You turned for your bedroom, racing through the gallery
and slamming the doors to the room shut behind you.
“No way out!”, he cackled, and the doors buckled
with the force of his blows. “You will be mine again!” You feel him already,
taking control again. In a matter of moments, you will be Vorel's vessel again.
You don't have time to make it to the window. But you can make it to the desk.
There, on the edge, your dagger! You have time for one last act of defiance.
Your last thoughts are your children. Sendeli.
Zeeva. Aldern. May they forgive you for everything he has made you do.
(Make a DC 15 Will save (Fear, enchantment). If
you fail, you move to the desk and pick up the dagger, preparing to do a coup
de grace upon yourself. This will automatically do 2d4 plus twice your Strength
modifier in damage to you. Continue making DC 15 Will saves with another coup
de grace if you fail – you snap out of your suicidal raging when you make one
of these saves.
If someone attempts to stop you from killing
yourself, you instead make an attack against that person versus their
flat-footed AC. If you hit, it is automatically a critical hit, dealing 2d4
plus twice your Strength modifier in damage.
Make a new DC 15 Will save each round – failure means you continue to
attack your friends.)
Plummeting Inferno:
There he is! He wears a hood, but your husband
cannot hide his deformed face from you. “No more, Traver,” you say, your voice
breaking from the exhaustion you feel. “This all ends tonight. The madness that
has taken you over – taken over this place – it will be fuel for the fire.” You
thrust the torch into a chair, and the fire begins to feed upon it. “This place
killed your great-uncle and his family. I won't let it kill ours.”
“What are you doing, you incompetent whore?”, he
bellows, pulling a long knife from his belt. “Damnable woman, you're just like
Kasanda – you don't know what you are meddling with!” He slashes at you with
the blade, but you keep him away by thrusting the torch towards him.
“Listen to yourself, Traver!”, you cry, backing
away, watching the flames begin to consume the rug in the center of the room.
“You've gone mad! Please, let me help you! Put down the blade, and we can leave
this place, never to return!”
“Leave? When I am so close to finishing what I
started so long ago?” Your husband laughs a cruel laugh, and slashes at you
with the blade. Again, you leap away, but it was a feint. He chants some words
that echo with power, and the fire begins to dance to his words. With a gesture
from his free hand, the fire engulfs you! You stagger blindly as the flames
begin to devour you, Traver's name upon your lips as you beg for mercy. The
water! It is your only chance! You leap through the stained-glass window. The
fire has burned away the nerves on your skin, so you don't feel the glass
tearing your flesh as you crash through onto the roof. You slide down the
slanted roof and plummet over the edge. The manor shrinks above you as you
plummet to the darkness below. You land hard on the rocks several hundred feet
below, and your body crushes at the impact. You die instantly – a mercy,
compared to the inferno you had become.
(Make a DC 16 Will save (Fear, enchantment). If
you succeed – whew! The haunt’s effects
pass through you. If you fail then you
have caught on fire! Take 2d6 fire
damage. You may attempt a DC 14 Reflex
save each round to attempt to put out your burning clothes and skin.
Additionally, if you catch on fire, make a DC 14
Will save. If you fail, then you feel
compelled to leap through the intact stained-glass window, in order to douse
your burning skin in the waves below. I'll take it from there. If you succeed,
you still feel the urge, but you can beg someone to restrain you. You’re still on fire, though!)
Unfulfilled Glories:
Ah, the life of a wanderer! The world is filled
with a trillion wonders, and a man could live a thousand lifetimes, and never
see them all! You remember your first sea voyage vividly – a trip across the
Inner Sea from Cheliax to Thuvia. You were a minor attachment to a powerful
Chelaxian Dottari who wanted to purchase a vial of the sun orchid elixir. It
rained the whole way there, but if you hadn't been at the rail on the third day,
you wouldn't have seen the sea serpent crest the waves a hundred leagues away.
Nobody believed you, but that didn't matter – you had seen it, and that was
enough.
That was only the first of many travels. The
dusty tombs of Osirion. The enchanting operas of Taldor. The savage beauty of
the Mwangi Expanse. And Absalom! Ah, Absalom, the City at the Center of the
World! No place in the Inner Sea could ever hope to match its splendor!
But that was over a decade ago. You settled down
with your wife, back in your homeland of Varisia, to start a family. That meant
sacrifices – no more wandering, no more travels. Someone else would have to
negotiate with the rajahs of Jalmeray to ask for entrance to the Kingdom of the
Impossible, someone else would have to arrange to sneak into the isolationist
island enclave of Hermea, the utopian society. You, however, would become a
father to three children – two daughters and a son.
More travels assault you in flashes. The hideous
beasts of the Worldwound, crawling out of the hole in the world. The
technological marvels that lumber about in Numeria. The oppressive society of
Nidal, its people kept safe during the long climb back to civilization by the
dark god, Zon-Kuthon. The Eye of Abendego, the massive hurricane has swirled
off the coast of the Sodden Lands since Aroden's death a hundred years ago, and
the secrets it keeps in its eye. All these travels – and now your lot is to
spawn, and to die. It took Cyralie two tries before that shrill harpy was able
to produce an heir, but she finally got it right the third time. At least your
bloodline is assured, but how much have you missed? What wonders could you have
found, what secrets could you have learned, had you kept wandering? Why did you
ever settle down? What have you done with yourself, Traver?
And what can you do to fix it?
(Please make a DC 16 Will save (Fear,
enchantment). If you fail, you are shaken
as long as you remain in this house. Shaken gives you -2 on attack rolls,
saves, skill checks, and ability checks.)
Origins of Lichdom:
You slip the chime back into your pocket, and
quietly push the door to your husband's workshop open. He is not here, however,
so you begin to look around. One of the books on the workbench is open, and you
read through its worn pages. Your husband's hand is unmistakable.
The text is shaky at times, and the terms he
uses are occasionally indecipherable, but there are large portions that become
clear to you as you read. He's written long treatises on two people – Arazni,
the Harlot Queen of Geb, and Socorro, the Butcher of Carrion Hill. “In both
cases,” he writes, “there are many differences, but a few things remain
constant. A receptacle. A potion. A lengthy ritual. Failure at any moment would
be disastrous.”
What follows are several pages of metaphysical
jargon that you fail to understand, but the intention is quite clear – he has
spent years learning what steps he needs to take to replicate this ritual, and
carry it out himself. A veritable laundry list of fantastic items take up several
dozen pages, almost all of which are crossed out. Nine remain – four are names
of monstrous creatures, and a long academic-sounding name next to it: treant,
roc, sphinx, kraken. Five make a list of unusual reagents: scorpion venom,
vampire's breath, deathwing moth tongue, belladonna, the heart of a poisoned
maiden.
The last page is written in triumphant script.
“At last! The great work has been completed! Arazni! Socorro! I follow in your
footsteps! Tonight, Death itself shall be denied! Tonight, I take my last step
in this world, and my first in the next! Time shall have no meaning to me.
Death shall have no claim upon me. I shake off such concerns as morality and
humanity. I will be reborn in glorious undeath!”
What has he done? You race down to his
underground laboratory, finding the door locked. He does not answer your cries,
so you pull the chime from your pocket, and ring it. The door opens. You
prepare yourself for the confrontation…
But it is too late! Your Vorel – what has he
done! You must find Lorey! You must get
her safe, and away from here!
(Make a DC 14 Will save (Fear, enchantment). If
you fail, you know that your husband has succeed at his blasphemous ritual, and
must flee upstairs at top speed to find your daughter and rescue her.)
Ghoulish Uprising:
“For you.”
“For you.”
“For you.”
Over and over, that's what you say. Your limbs
ache, your throat is dry with thirst, your fine clothes are sweat-soaked and
covered in dirt and grime, but you keep at your task. You lift the pick again.
Your arms protest, but the thought of him gives you strength. “For you,” you
cry again, and strike at the stone with the pickaxe.
The stone yields to you, just as you know he
will. You sigh as your toil pays off, but you notice that there is not just darkness
beyond the hole. A stench of rotting flesh reaches your nostrils, and a dozen
decaying arms reach through the hole, pulling the hole wider. You stand there
frozen as the creatures reach for you. They grab you and drag you down, down
into the dark with them. You look back, and see him a few steps away. He saved
you once, back when the goblins attacked and killed your dog. He cane into your life with HIS dog, just as
the goblins took away YOUR dog. The goblins had torches with them. Just like
Mommy did.
Something is happening to you, down here in the
dark. You are changing. The weak-willed boy who was orphaned is dying. You are
becoming something stronger. Something confident. Something better. You will
claim him. He will be yours, just as you made Iesha yours. He will know that
all of this that you do...it is for him. You send your minions out after him.
They will bring him to you, so you will be together for all eternity and live
underground happily ever after. The end.
(You are being attacked by a pack of ghouls!
Make a DC 16 Will save (Fear, enchantment). If you succeed, you shake off this
vision and regain your senses. If you fail, the ghouls grab you and tear and
bite at your flesh. You take 6d6 points of damage, Fort save DC 16 for half.
Additionally, if you fail the initial Will save, make a DC 16 Fort save. No
reason. Honest.)
Vorel's Legacy:
There! The shadowy fungus! You have seen it
before. It is the last remnants of your mortal form! If you feed upon it, you
can reclaim your lost essence! You can finally take human form again!
(Make a DC 14 Will save (Enchantment). If you
fail, you must eat some of the delicious black fungus. This is an enchantment
(compulsion) effect with the language-dependent and mind-affecting keywords, so
any bonuses or penalties that apply to these effects would apply here.)
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