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Lord of Shadows
2019-09-29, 07:45 PM
Need a Pathfinder v1 encounter that would replicate/use the effects reported in real world hauntings for a party of 2nd - 3rd levels and located in a clearing outside a cave entrance. Haunts were suggested as a solution but I just can't fine one that fits. Also could not find any monsters that fit, either.

So, why not do a little home cookin...

Haunts are described in pretty good detail rule-wise here (https://aonprd.com/Rules.aspx?Name=Haunts&Category=Advanced%20Topics). Their effects are based on spells, which then determine their CR.

However, I had intended on this encounter having multiple effects. What I have found for spells/effects are listed below. A monster could have these as separate abilities. Any other suggestions are also welcome.

Question: If a Haunt, should this be one big Haunt, or broken up into three that activate in sequence?

First effect

Any PC that enters this Haunt's area will begin to hear distant screaming, giggling, growls and murmurs. Unaffected PCs will hear nothing, as the sound is a mental effect. No source can be found for these sounds, and after a time they fade away until they are gone.


Spell(s):

Ghost Sound LVL 0 (Question: can Ghost Sound create multiple, simultaneous sounds, or would that require multiple Ghost Sound spells?)
Auditory Hallucination LVL 1 (Question: same as above)

Second effect

Whether the party stops to investigate, or presses on, random party members will soon begin to experience strange symptoms – anxiety, muscle spasms, and the feeling of being watched (mild form of paranoia). None of the symptoms seem debilitating, which can be verified by a Heal check DC 12, but neither can any origin for them be found.


Spell(s):

A similar condition is created by Anxiety Spores (https://www.d20pfsrd.com/bestiary/monster-listings/fey/fear-eater/#Anxiety_Spores_Ex), a Special Ability of the Fear Eater (Fey, CR 5), which happens to fit in nicely since this a Fey area

Anxiety Spores (Ex) DC 17 Fortitude save or suffer nervousness and muscle tremors. Disease— cumulative –1 penalty on saving throws against emotion-manipulating effects (maximum –5); cure 2 consecutive saves

Third effect

Again, regardless of whether the party has stopped or continues onward, the strange effects quickly return, more powerful than before. Random party members suddenly feel pain – excruciating headaches, burning sensations on the skin, the feeling of being scratched, the pain of a bite.


Spell(s):

False Pain (https://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing-3rd-party-spells/f/false-pain/) LVL 3 Sor/Wiz (3pp)

Still working on the rest of the Haunt. Any input would be appreciated. This is a WORK IN PROGRESS... Thanks

Lord of Shadows
2019-09-30, 10:29 AM
Continuing development of this as a Haunt....

PRELIMINARY Stat Block:

XP: Not yet determined (determined by its CR)

Alignment and Area: Chaotic Neutral, 10 feet per CR, persistent

Caster Level: Not yet determined. This is the haunt’s effective caster level for the purposes of dispelling any ongoing effects with dispel magic, and for determining the results of spell effects it creates.

It is generally 1 + level of spell duplicated by the Haunt.

Notice: Not yet determined. This indicates the skill check and DC required to notice the haunt in the surprise round before it manifests. The sensory input for what a successful check notices— such as a faint ghostly wailing, a smell of burning flesh, or fresh blood oozing from the walls—is listed in parentheses after the DC.

hp: Not yet determined. Persistent haunt, hit points are equal to its CR × 4.5 (round fractions down).

Weakness: Tricked by hide from undead, damaged by positive energy, vulnerable to cold iron weapons

Trigger: Proximity - triggered as soon as a creature enters the haunt’s area.

Reset: Not yet determined. This is the amount of time that must pass before a haunt can attempt to reset. Until it is destroyed, a haunt can reset after this period by succeeding on a DC 10 caster level check—failure indicates the haunt must wait that amount of time again before making another attempt to reset.

Effect: This details the haunt’s exact effects, including a description of how the haunt manifests.

Destruction: Not yet determined. This describes the act needed to permanently destroy the haunt.

Lord of Shadows
2019-10-08, 08:26 PM
Hmmm.. well, FWIW here is what I came up with:

The Haunted Skulls

XP: 2400 Alignment: CN Area: 30 ft radius from center of heads, persistent, CR 6
Caster Level: 6
Notice: Perception DC 16 (will hear distant screaming, growls and murmurs)
hp: 31
Weakness: Tricked by hide from undead, damaged by positive energy, vulnerable to cold iron weapons when manifested (Stage 2, see Effects below)
Trigger: Proximity - triggered as soon as a creature enters the haunt’s area.
Reset: 1 day.
Effects: This haunt has two stages. Failure to save at any stage has the listed effect.


Stage 1: Upon entering the field of skulls, Fort save DC 16. Any PC among the skulls sees flickers of movement, PCs who fail their save suffer strange headaches, anxiety, muscle tremors, and paranoia for a –2 penalty on Dex and Str and -1 on Will saves against mind-affecting spells and effects.

Stage 2: Remaining after 1 round, Will save DC 17 (mind-affecting). Any PC among the skulls sees wispy humanoid figures manifest around them, PCs who fail their save feel pain on their arms and legs – burning, scratching, and biting – for 1d6 points of damage per round (max. 10 rounds), and a –2 penalty on attack rolls, skill checks and ability checks. When this effect ends the –2 penalty remains until the damage is cured or is healed naturally.

Destruction: Burial of all the skulls within the haunts area (appx. 100).

Debihuman
2020-02-25, 11:16 AM
How long do the penalties last if a PC fails a save at stage 1?

Also, how long should it take for the PCs to bury 100 skulls?

Lord of Shadows
2020-03-01, 08:31 PM
How long do the penalties last if a PC fails a save at stage 1?

I am thinking the effects of Stage 1 would persist as long as the effected creature remained in the defined Area, or unless the effects were replaced by Stage 2. Saving against Stage 2 would prevent its effect, but not cancel the effects of Stage 1 as long as remaining in the area..


Also, how long should it take for the PCs to bury 100 skulls?

I hadn't really thought about it, but it would represent a significant block of time unless some shortcut were used. The number of skulls could probably also be a random number.

Thanks!