IN
THE SHADOWS OF THE DEAD
One of Goya's creepier etchings |
Sarin
the Mambo immediately knew something was wrong as the familiar hatch swung
open. The pair of Shrine Fanatics, their unarmored bodies covered in devotional
tattoos of ancient mechanical schematics - meanings lost, but the ancient clean lines still a lure to protective spirits of the vessel - could even sense something uncanny. The two men, emboldened by the priestess' presence, cranked away at the hatch’s manual override wheel, but their loud chanting of the 537th sutra to the Prime Engine
shrank to a whisper. Beyond the hatch, the formerly domesticated companionway leading to a slaughterhouse and several large, elementally powered meat
freezers was wreathed in fog, fog and utter wrongness. Sarin’s various fetishes of the Winding Gear,
her patron, felt as if they were vibrating atop her armor and her frail elderly
hand tightened involuntarily on the cord that held the heavy mace to her gauntlet.
Sarin didn’t even need to borrow the eyes of the Winding Gear spirit that “rode” her and filled her with its power to see that there was foul magic beyond the hatch. It was as if death, hate and sorrow were pushing out from the peeling wall papers of the companionway beyond, weeping from around every bent rivet in the companionway walls beneath, and dripping like curdled oil from the ceiling. The fog was the worst of it, light from the lanterns held by the Mambo’s companions would not penetrate more than a few feet into the shifting miasma whose swirls and eddies gave an impression of intentional, malicious movement.
The slaughterhouse had gone bad, and those who had died within had not merely risen as common revenants or individual spirits, but instead corrupted the whole of the region, the fear and horrors of their deaths leaking into the walls and fixtures of the slaughterhouse to turn the entire area into an expression of hate, fear and a deep abiding sense of betrayal that sought with inchoate fury to punish the living for its multitude of deaths.
Sarin didn’t even need to borrow the eyes of the Winding Gear spirit that “rode” her and filled her with its power to see that there was foul magic beyond the hatch. It was as if death, hate and sorrow were pushing out from the peeling wall papers of the companionway beyond, weeping from around every bent rivet in the companionway walls beneath, and dripping like curdled oil from the ceiling. The fog was the worst of it, light from the lanterns held by the Mambo’s companions would not penetrate more than a few feet into the shifting miasma whose swirls and eddies gave an impression of intentional, malicious movement.
The slaughterhouse had gone bad, and those who had died within had not merely risen as common revenants or individual spirits, but instead corrupted the whole of the region, the fear and horrors of their deaths leaking into the walls and fixtures of the slaughterhouse to turn the entire area into an expression of hate, fear and a deep abiding sense of betrayal that sought with inchoate fury to punish the living for its multitude of deaths.
Hauntings
Of late I’ve been thinking about hauntings in my
Dungeons and Dragons game, specifically the HMS Apollyon, partially because
player chicanery has led to the powerful haunting of a previously explored
region. I don’t want to just put wraiths or wights or some other kind of undead
monster as a form of restocking, I want to switch the genre of the region from
fantasy adventure to fantasy horror.
I want haunted areas to be different from other dungeon
areas. I want them to feel creepy, but
not with the instant threat that some kind of monster is about to pop out of somewhere,
but rather that something terrible and transformative might happen, and more
importantly that the normal means of dealing with dungeon danger (caution,
combat tactics and retreat) might not work so well. Ideally I could be as creepy as a good horror
movie with just my GMing tone and word choice, but despite a vocabulary that
includes several words for viscera, I don’t really think of myself as an
uncanny sort of fellow. Let’s just say,
I’m no Nick Cave.
Rather than give general advice involving soundtracks
or lighting at one’s table, I’ve created a few random tables that I use for
haunted areas aboard the Apollyon. They
aren’t really setting specific, and aren’t especially dangerous, but I hope
they are effectively creepy. The goal
here is to create tension and some aspect of dungeon restocking without making
the party entirely re-explore a prior area.
The secondary goal is to offer some sort of optional quest for getting
the location un-haunted. I suspect this
is most likely done by finding the haunting’s source or center and having some
cleric do their thing there. Obviously
the haunted area, in the manner of the Amityville house, or the hotel in the
Shining really doesn’t want that, and manifestations and haunts – maybe even a
monster or two, will try to drive the party away as they get closer.
I think these hauntings provide an interesting variance
in dungeon restocking, and furthermore offer an opportunity to create in game
consequences for character, NPC or monster perpetrated acts of savagery. If for example your party decides to torture
a pack of captive orcs for information after ransacking their lair and then
kills the surviving prisoners, having the orc lair become haunted by the
spirits of the tormented dead seems entirely reasonable. I don’t discourage immorality amongst my
players with alignment effects or stern lectures, but consequences such as
hauntings and a reputation for brutality seem very reasonable.
TABLES
First a table of some general effects that make a
haunted area distinctive. Both descriptive
and with minor mechanical effects these aren’t supposed to be dangerous in
themselves, but instead set tone.
D10
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Weird
Environmental Effects of the Haunting
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1
|
Exhaustion
– The psychic reverberations in the area are tiring, painful and
overwhelming. Travelling through the
area is exhausting, and while this is something the characters will notice as
they trudge along, the exhaustion doesn’t really hit until the characters
have escaped the haunting’s influence.
If you don’t have exhaustion rules, then consider requiring a long
rest (say 6 turns or 1 turns if the characters have ample food and water).
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2
|
Light
Eating – Torches, candles, lanterns and even magical illumination falter and are
weaker under the baleful influence of the haunted area. All light distances are halved, but other
effects may also occur – light color changing, flames revealing tiny
tormented spirits trapped within or specific areas where darkness clings and
flows like a liquid of living thing.
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3
|
Fog
– A dense fog fills the haunted area.
Often this fog lays low to conceal the floor, but it’s possible it
clogs entire chambers and halls. While
the fog is harmless it conceals other dangers and tricks living creatures
that stare into it, revealing skulking shadows or suggestive shapes that
suggest the party is not alone in the fog.
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4
|
Whispers/Silence
– Sound in the area is dampened to a greater or lesser degree. Obviously listening to doors will simply
not work, but one could potentially make parley impossible as well. Alternatively, whenever a character tries
to listen intently their head fills with the whispers and pleas of the dead.
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5
|
Shadowplay
– Shadows move and twitch as if alive.
If watched closely they will seem normal, but the GM can mention
occasionally that a player sees another player’s shadow doing something off
(i.e. stabbing another shadow with a knife) or that there are shadows cast
for things that aren’t present (usually people or horrors).
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6
|
Divine
Dampening – Any cleric or divine caster will feel separated and alone, the
power that filled them drained. The
only mechanical effect of this curse is that all Clerical spells require a
roll under wisdom to cast. Also
magical healing doesn’t work.
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7
|
Time
Dilation – Time moves faster and slower in this area. At the start of each
turn roll a D6 on a 1-3, save any encounter rolls or time related effects
until the next turn(or the next roll of 4,5 or 6) and add them, on a 4-5 roll
as normal, on a 6 treat the turn as if it has been three (three random
encounter checks, rapidly exhausted torches, spells go out etc.). Clearly describe these effects – everything
stutters in double time, the air moves slowly like molasses
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8
|
Past
is Present – Upon first entering an area the description should be as the are
was at the time the haunting began.
For Example, describe the kitchen as being brightly lit with a turkey
roasting on the spit, racks of pans hanging above, and tables of food and
only when the characters go to investigate will they notice that the hearth
is cold and empty except for a few scattered bones, the tables warped,
sagging with growth of mushrooms and the pans rusted.
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9
|
Temperature
Change – The air in the haunted region is of a different temperature or
quality then the air of the areas beyond or before it. A classic example of this is the haunted
chambers being suddenly and inexplicably cold but there is no reason that the
effect can’t work the other way, with a hotter haunted area, especially if
heat is thematic to the nature of the haunting (death by fire or fever for
example).
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10
|
Discombobulating
– Space in the haunted area is distorted and twisted by sinister forces. Explorers will quickly get lost. The best way to emulate this is to give bad
descriptions and directions (such as telling the mapper a door is in the
north wall when it really faces South), or erase and then rotate maps if the
GM is preparing them. To avoid making
this sort of misdirection unduly frustrating it will help if the rooms
themselves don’t change and contain distinctive landmarks or dimensions, so
that that a party can have some idea where they are within the haunting’s
maze.
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When a random encounter comes up here is a table that
is designed with appropriately haunting occurrences in mind. I would roll on this table at a 2 in 6 chance
(with the encounters below acting as both clues and encounters on an
‘Overloaded’ die).
D6
|
Haunting
Encounters
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1
|
Strange
Noises – Strange and threatening noises suddenly echo through the area. They aren’t directed at the party, but may
come from a nearby area. If
investigated the screaming, laughing, eerie music or other disconcerting
sounds will prove to have no clear source.
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2
|
Sudden
Increase in Atmospheric Effects – Whatever atmospheric effects that defines
the area will suddenly get more severe.
Fog swelling to fill the room and so thick as to be almost liquid,
light radius’ shrinking another 50% or similar escalating of the uncanny
nature of the haunted place. These
effects will last until a magic exhaustion result is rolled on an overloaded
encounter/exploration die or 1D6 turns pass.
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3
|
Possession
Attempt – A weak spirit will randomly single out a party member and attempt
to take control of them. The targeted
PC must make a contested Wisdom check against the spirit (WIS 10). If the character is possessed the result is
temporary (1 roll of magical depletion on the exploration/random encounter
die – or 1D6 turns) and the spirit will likely seek to accomplish a specific
task, and may even relinquish control if the character and/or companions
promise to perform it.
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4
|
Manifestation-
See Manifestation Table Below
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5
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Geist
– A cruel disembodied spirit, so lost to rage and hatred over its own death
and psychic pain that it cannot be reasoned with and no longer remembers it’s
own mortal existence. A pack of 1D6 of these immaterial predators has been
drawn to the party’s intrusion.
Appearing as trails of ragged mist, sometimes manifesting spectral
limbs or bones, these ghostly vermin are aggressive, but easy to turn or ward
off .
Least Geist* HD 1, AC 14**, ATK 1 (claw), SV CL 1, MV 30’ ML 8 * Undead Immunities, but easily turned or cowed by holy items. A circle of blessed iron, a bowl of sacrificed blood, or the efforts of a devote member of the laity (with a holy symbol) will all hold these creatures back as if they were a turning attempt by a 1st Level Cleric. An actual turning attempt may be rolled twice and the best result taken. ** Immaterial and immune to normal and silver weapons. Take ½ damage from elemental magic, but double damage from holy water. |
6
|
Haunt
– See Haunt Table Below
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Manifestations are stronger area of psychic
power/magical power where the haunting is able to have more localized control
and act in a way to actually harm or specifically target individuals. Both the manifestation and Haunts tables can
also be used to stock rooms instead of or as an addition to being random
occurrences.
D20
|
Manifestations
of the Haunting
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1
|
Shouted
warning - “GO FROM HERE” or some similar command or warning comes from an unknown
source and booms in a huge threatening voice.
For henchmen and followers to continue on and not flee the haunted
area they must make a loyalty test at -1.
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2
|
Light’s
Out – Suddenly the torches and lanterns are extinguished. Even magical lights will go out (if they
fail a save v. magic) and will certainly flicker and gutter even if they
save. Mundane light sources will need
to be exhausted by this magical darkness, and so will temporary magical
effects. Permanent light enchantments (if your game has such a thing) will
slowly return after a magic exhaustion result is rolled on an overloaded
encounter/exploration die or 1D6 turns pass.
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3
|
Horrifying
Hallucinations – Suddenly the room fills with disgusting, gruesome or violent
hallucinations. Most often a
recreation of some scene of death that created the haunting, but sometimes
they are of the same horrors visited on the party. The hallucinations or illusions are not
always visual and often include vile smells that linger far longer than the visual
effects. Witnessing this is disheartening and all Henchmen suffer a -1 to
loyalty for the rest of the session.
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4
|
Call to Arms – A random character will be subject to discrete and potent whisperings from
the spirits of the place. These
spirits will tell them of the disdain their companions hold them in and the
betrayals that the victim will soon face by his former friends. They whisper that all work and no play is
making the effected character a very dull boy or girl. The only solution is
clearly murder. The effected character
will gain Lvl x 500 XP for each companion killed during the session by their
own hand or intentional inaction.
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5
|
Dangerous
Hallucinations – Something even worse the horrifying hallucinations above,
the haunting begin to effect the characters themselves, suddenly making one
or two appear undead, giving them the sense that they are rotting within, or
infected by falling rot grubs or some similar effect that will compel any
character who doesn’t save vs. spells to begin harming themselves (1D6 per
round) until they are stopped by an unaffected person and calmed down.
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6
|
Curse
– A single party member has been stopped and pointed out by a spectral
entity. This looming figure appears,
points and intones one word (usually “Death”), cursing the random target with
a doom. For the rest of the session
all attacks that hit the cursed character will do maximum damage.
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7
|
Slam!
– All doors within 200’ of the party slam and lock if open or lock if at all
possible. This will be accompanied by
maniacal laughter or a similar eerie effect (flashing lights or shadowy
figures running towards each door).
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8
|
As
I am So You Will Be – Either upon opening a door or after investigating
bobbing light sources behind them the party will face spectral reflections of
themselves. Each of these phantasms
appears as if they had been dead for some time, the result of gruesome
injuries. Touching one’s own phantasm
brings a doom, and for the rest of the session any blow against the doomed
character will do maximum damage. The
phantasms will follow the party slowly, and fade after 1D6/2 turns.
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9
|
Skeletal
Resistance – Within their own bodies the party feels as if their skeletons
and souls are trying to escape. Bones
grind against each other painfully, and the very walls seem to call out promising
the peaceful slumber of death. Any
corpses currently in the party’s possession will animate as aggressive 2HD
zombies or skeletons.
|
10
|
Foretelling
– A sonorous voice intones the party’s doom. This is a true prediction, not of the
adventurer’s actual fate but of a potential danger. The nearest trap or set encounter is
revealed, with the voice describing some landmark and then the worst fate
possible for the adventurers if they encounter the trap or monsters.
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Haunts - The
most dangerous manifestation of a haunting are the individual haunts and
apparitions that represent the curdled coalescence of powerful psychic
energies. These entities are not
actually the spirits of the individual departed, but amalgamations or wells of necromantic wrath. They will often appear as an exemplary spirit
of the area, and in the unlikely occurrence they are brought to combat should
be considered a wraith, specter or ghost unless otherwise indicated. The notable difference between haunts and
apparitions is that apparitions are linked to a specific room while haunts will
follow the party throughout the haunted area (but will disappear beyond its
borders).
D10
|
Haunts and
Apparitions
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1
|
Poltergiest
Apparition – When encountered all the detritus in the room, from dust to
heavy furniture will begin to quiver and shake, and after a single round will
attack the party within, propelled by the psychic force of the hateful
haunting. Dust and small objects have
will blind (temporarily on a failed save v. wands), while small hard objects
(office supplies, stones, coins or
collections of porcelain knickknacks) will bombard the party doing 1-2 points
of damage per round to each party member. Large objects such as notable
pieces of furniture will rush forward, each making a single attack as a 4HD
monster, and shattering against the wall on a miss. An apparition may appear during this attack
but this isn’t always the case. The
poltergeist will remain active for 2D6 rounds or until the party leaves the
room.
|
2
|
Pleading
Haunt – This haunt will follow the party pleading for rescue and succor. The only way to satisfy it is to allow it
to possess one of the party members (and it may only possess an acquiescent character) and lead it
outside the haunted area. If it’s
requests are ignored the haunt will become aggressive and threatening, but it
cannot cause real harm and after a turn of angry invective and demands it
will dissipate.
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3
|
Insistent
Apparition - Within the room is a distrust phantasm, that will plead with the
characters for some object (food, light, water) or company. If the party interacts with it will at
first be cheerful and conciliatory, accepting food or whatever is offered (an
offerings will lay on the floor untouched of course). However the apparition
cannot be placated, and no amount of food, or friendly attention will ever
satisfy it. As an unreasonable
spectral entity the creature will never be satisfied, and will attack in a
burst of power, doing 1D6 x area level in damage (save vs. spells for ½
damage) to any who are in the room when it is either denied (forcefully or
with a firmly stated objection) its desire or as the last character leaves
the area.
|
4
|
Grinning
Haunt – Following silently after the party, this haunt will appear suddenly
with a loud laugh. It finds everything
the party says funny, it will laugh and laugh, in a very disturbing manner.
Eventually, emboldened by their new found companionship the Haunt will itself
attempt to tell a joke. This will be
something horrible, macabre and unfunny like “How can you tell if your baby
is done with the bath? It’s blue and
cold!”. The party better laugh. If they don’t it will rush through them
attacking 1D6/2 party members as an 8 HD creature and doing 1D6 plus level
drain in damage to each character it strikes.
If humored the haunt will dissipate in 1D6 turns.
|
5
|
Insane
Apparition – A frenzied a violent apparition inhabits this room and with a nonsensical
tirade it will assail the first party member to cross the threshold. The attacks of the Apparition are as an
Area Lvl x2 creature and will age the victim 2D20 years as well as do Area Lvl X 1D6
damage. If the room is left
undisturbed for 1D6 turns the apparition will vanish. If attacked it is immune to normal weapons
and elemental magic and has an AC of 16, and Area Lvl x 2 HD.
|
6
|
Guardian
Apparition – A sinister apparition will appear before one of the exits to the
chamber. This spectral guardian will
make threatening motions if approached, and will only parley to tell the
party that they may not pass the exit it stands before (this may be the door
they entered through). If defied the
Apparition will attack as a specter.
|
7
|
Maelstrom
of Spirits – A swirling maelstrom of unquiet spirits blocks entry into this
room, passing through the chamber is draw 1D6 attacks by area level spirits
per person, per round. The maelstrom
may be quieted by the successful turning attempt (against an Area Lvl x 2
creature). Otherwise this whirlwind of screaming ghosts will remain in place
for the rest of the session.
|
8
|
Affectionate
Haunt – A fragment of the haunting has taken romantic interest in one of the
characters, the phantasm itself is
likely to be reasonably attractive (depending on the spirits that make up the
haunting) and it will follow it’s chosen paramour offering to do favors
(scouting and providing information).
However the phantasm is jealous and will curse anyone else who speaks
to its object of affection (generally the rest of the party) giving them a -1
to all rolls until the haunt is chased off or destroyed.
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9
|
Baleful
Apparition – A horrifying apparition, bloody and gruesome paces this room,
shouting for violence and revenge. If
ignored it will simply continue it’s activities. Any attempt to interact with the creature
will be met with a violent possession attack, as it’s interlocutor must save
vs. spells or be possessed by the violent apparition which will use the possessed
body to attack its friends. If it
fails to possess it’s target the apparition will dissipate and it will dissipate
(including if it has possessed someone) in 1D6 turns regardless.
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10
|
Corrupting
Haunt – A physically inoffensive haunt that skulks and covers along with the
party for 1D6/2 turns. During this
time it will whimper and dart about, it’s spectral fingers rummaging through
packs and amongst the possessions.
Each turn it will focus on a specific character and all perishable
objects in that characters possession will rot and curdle. Food, oil, potions, water or wine all will
be destroyed as if left to rot for many years. The haunt is not aggressive, but if
attacked it will defend itself as a specter and may be turned as such.
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Nice! Bookmarked for future reference.
ReplyDeleteThis is very good. Perfect atmosphere for a haunted level of a dungeon.
ReplyDeleteReally good! I would probably not call that one Psychosis. Not that it isn't, but "the Voices" or something would seem to suffice. Likely professional bias coming into play there, though.
ReplyDeleteYou are right Trey, I shouldn't be diagnosing folk.
DeleteThat'. A really good set of tables that should do the job nicely. Hauntings that are more then another set of monster encounters work well when done right.
ReplyDelete