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Hazards

Echoes of Betrayal

Level 16

uniqueComplexHaunt

The walls of this chamber hold the murmuring spirits of the betrayed, who lash out with ghostly fists when intruders gather.

Heard with Stealth DC 35 (master) to catch the quiet murmurs of angry spirits. To disable, a creature must make a Religion DC 35 (master) check three times to exorcise the spirits, or a Diplomacy DC 39 (expert) check three times to talk them down.

Confuse [Reaction] (emotion, fear, illusion, mental, occult) Trigger At least three creatures enter area H10.

In play

Each round the haunt uses a 1-action routine to cause a barrage of ghostly fists to lash from the walls, floors, and ceiling, attempting a spectral fist Strike against each creature in area H10. Each spectral fist is a melee attack at +35 (magical, reach 10 feet) dealing 5d10 bludgeoning, and the creature must attempt a new DC 37 Will save against confusion if it's not already confused.

Reset: After 24 hours, the haunt returns.

Level 16 · Complexity Complex

Stealth DC 35 (master) — (master) to hear the quiet murmurs of angry spirits

Disable

  • Diplomacy DC 35 (master) — (master) three times to exorcise the spirits or Diplomacy
  • DC 39 (expert) — (expert) three times to talk them down.

Effect The haunt takes control of all creatures in the prison, affecting them with _confusion_ (8th level, DC 37).

Reset After 24 hours, the haunt returns. The spirits are permanently put to rest only if a lawfully appointed judge from Saggorak (or Kovlar) comes into the prison, takes damage from the haunt, and survives the attack.