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Hazards

Haunting Echoes

Level 2

uncommonComplexHaunt

Stealth +10 (trained)

Disable DC 20 Diplomacy (untrained) to Request that the spirits leave or DC 18 Religion (trained) to exorcise the spirits

Manifest [Reaction] (auditory, emotion, fear, mental)


Routine (1 action; auditory, emotion, fear, mental) The haunt attempts an Intimidation check with a +11 modifier against the Will DC of each frightened creature as it bombards them with the voices of their dead loved ones.

Critical Success The creature takes 2d4 mental damage and its frightened condition increases by 1, to a maximum of frightened 3.

Success The creature takes 1d4 mental damage.

Level 2 · Complexity Complex

Stealth +10 (trained)

Disable

  • Diplomacy DC 20 — to Request that the spirits leave
  • Religion DC 18 (trained) — to exorcise the spirits

Trigger A creature the spirits knew in life enters the haunted area

Effect The spirits manifest with a terrible wailing. Each creature in the area must succeed at a DC 20 Will save or be frightened 1 (or frightened 2 on a critical failure). Frightened creatures are immobilized for as long as they remain frightened. The haunt then rolls initiative.

Reset The haunt falls silent for 24 hours once all frightened creatures die or reduce their frightened condition’s value to 0. During this time, a creature that isn’t frightened can exorcise the spirits with a DC 18 Religion check, permanently destroying the haunt.