With influence from Voomer, the characters will be assaulted by nightmares after the R from Verosianna has been painted by Gibs (or is replacement if the characters act quickly). These will occur every three nights until Harrowstone is exorcised.
There will be a DC 15 Will save to avoid the effects of the nightmare (1d6 points of non lethal damage and the fatigued condition), though the nightmares themselves will play out.
There are 6 nightmare givers between the 6 characters with each providing a potential 3 nightmares.
The Piper of Illmarsh:
Will target a character with a passion for music, a familiar or an animal companion in that order
The green fields and blue sky are a welcome respite from the grey skies and dull stonework of Ravengro. A faint buzzing begins to grow louder as you continue your leisurely stroll through the marshes. The buzzing becomes deafening, you see a swarm of large blood red mosquitos racing toward you (A DC 10 Int check and a DC 10 Knowledge Arcana check to a) remember the creatures and b) know that they are stirges (can be made untrained)). You ran as fast as you can. tripping and falling. You wake up, feeling sore and distressed. The familiarity of the room quickly allays your fears.
The ground is brown and muddy, you pick yourself up off the ground and find yourself in a swamp. The squelching of your footsteps slowly becomes drowned out by a low hum. Straining your ears, you hear that the hum is actually more of a buzzing. You turn slowly to see the same mosquito like creatures flying towards you. Once again, you make haste, trying to escape them. The muddy earth catches your foot as you misjudge a step and you fall down, face first into the mud. You wake up, feeling sore and distressed. The familiarity of the room quickly allays your fears. (The opportunity for the above checks is provided once again).
The streets of Ravengro have become quite familiar to you and a bard on a corner plays a solemn dirge on his panpipes. As you listen, you start to hear a buzzing that seems to be coming from all around you. You look around, seeing thousands of the large red mosquitoes closing in on you. The Piper smiles at you, lowering his panpipes from his lips. The swarm descends on you and you feel each prick begin to sap you of your blood. You awake, screaming in fear and pain as you find yourself covered in blood red lumps.
Will target the most devout worshipper of a good deity in the party
The rain seems to pick up as you rush to find shelter. A man has a small wagon set up as a shop with a small cover, shielding you from the rain. A slightly portly man, he gestures at his wares with a gleaming smile. You approach him and you see that he is selling holy symbols of [insert characters deity here]. As you pick one up to have a look at it, the silver begins to burn against your skin. A strange Abyssal rune has burned itself into your hand. You awake screaming, clutching your hand as the searing pain begins to dissipate.[DC 10 Int check followed by a DC 18 Knowledge Planes or Religion check to a) remember the rune and b)Identify the Rune as belonging to the Demon Lord Sifkesh*).
The holy symbol in your hand begins to burn even brighter, as you look up at the man who showed you his wares, he begins to laugh and starts to pack up his cart. You look at your hand again and the flesh and bone have burnt away in the shape of the Abyssal rune. You look back to the man and he has changed, no longer portly, he now is a tall gaunt man, still bearing that same gleaming smile. You awake screaming, clutching your hand as the searing pain begins to dissipate.(The opportunity for the above checks is provided once again).
The man begins packing up his wagon as you crumble to the ground your hand in agonising pain. The pain begins to spread, the Abyssal rune in your flesh emanates a pale discoloration in your skin that continues to grow. As it reaches your chest you begin to choke and splutter writhing on the ground as the pain grows and breathing becomes increasingly difficult. You awake coughing up blood, in between screams of pain, the symbol is branded on your hand. (The opportunity for the Knowledge Planes or Religion check is provided once again, there is no need to remember the symbol as it is branded in their hand).
Will target the most fightery member of the party
You find yourself lost in a bag city. Trying to find your way through the confusing streets you find yourself getting more and more lost. You swear you are going around in circles as each turn you take seems to lead you back to the same street. The same pile of crates seems to be watching you. You start to panic and try finding someone who can provide you with directions, but you slowly come to the realisation that it is only you in this street. You and the crates. You awake in a panic, sitting bolt upright looking around frantically.
The same street. No one else is in view. The crates seem to be calling you. You know you shouldn't go over. Something compels you to though. You aren't in control of yourself. The silence only adds to your unease. You try to force yourself not to go closer. But the more you try, the faster you seem to move. Maybe there is something in the crates? Maybe its valuable? Maybe its a map? You try and convince yourself that that is the case, but you know deep inside, its not. You reach for the lid of the top crate. You awake in trying to get away, you have kicked off your sheets and you have torn the mattress you are sleeping on, but deep within, the thought arises, what's in the box?
Your hand touches the lid of the topmost crate. You pry it open. Inside there is nothing. It was empty. You push aside the empty crate with ease. Hiding underneath the crate in between the other three is a wiry man who leaps at you. The maniacal laughter rings throughout your head as leaps up and straddles you, pinning you to the ground. He draws a handaxe, and he brings it down in a seemingly impossible arc aiming to decapitate. You wake up, checking your neck to make sure its still whole. Confident your head is still attached, you draw your hand away, finding it covered with blood.
The Mosswater Marauder:
Will target any party member who has shown themselves to be particularly flirtatious or who has a background of lying or cheating
In the throes of passion with [Insert appropriate interest of the character here] you hear a door slam open. A roar of thunder silences the moans of both you and your partner. You look behind your lovers shoulder and see a Dwarf standing in the doorway with a hammer. You are awoken by the clash of thunder outside your room covered in sweat.
Lightning flashes, illuminating the dwarf standing in the doorway. He makes his way forward, wrenching [Insert interest from the first dream here] off you. You try to flee but are paralyzed. He brings his hammer down on your chest. You wake up coughing uncontrollably, a dull pain pulses in your chest for a few minutes before subsiding.
You can move, you can only watch as the dwarf grabs [Insert interest from the first dream here] and throws her down on the bed. He holds his hammer high before crushing her skull, covering you with gore. He then begins searching through the blood, bones and gore, picking up a fragment of skull every now again looking at it and frowning. He then moves towards you, lifts his hammer high and brings it down. You awake screaming. Your head is pounding and others quickly point out you have a massive red mark on your forehead.
Will target a female party member with a spellbook or with a passion for reading
The library is quieter than usual, you begin looking through the shelves, looking for that book. It has the answers. It can solve this. As you turn the corner into another aisle, you see a large [first letter of the characters name] painted in a deep crimson across the books on the shelves. As you walk down the next aisle, the letter [second letter of the characters name] painted in the same manner. You awaken, slightly uneasy.
You find yourself in the library, each aisle you walk past bearing yet another letter [slowly spell out characters name]. You realise the letters spell out your name and as you come to the last one you are filled with dread. You awaken in a cold sweat.
You are staring at the last letter of your name, the letter [last letter of characters name] in deep crimson, smeared across dozens of books. A cackle comes from behind you and the shelves of the library begin to creak, they fall and as you try to flee, you trip, as you fall, you look up to see a shelf coming down on top of you. You wake up, your body wracked with pain.
Will target a party member with strong familial ties
Something isn't right. Lycar isn't home yet and supper is just about done. The sun is setting. What could be keeping him. You look out the window. You see the prison, dominating the landscape. You wake up, a feeling of worry weighing down on you.
You look up at the prison again. You know that he told you not to, but you can't help yourself. You need to see him, you need to find out whats keeping him. He's been late before, but something is wrong. You know it. You make your way out of your small home and up to the imposing structure. Harrowstone. ou wake up feeling even more worried than last time. Something is weighing on you.
No guards at there post? There was some shouting coming from downstairs. The dungeons. Maybe he just had some paperwork, there was that new arrival not too long ago that he said he was waiting on some documents for. You try to convince yourself that its all okay. You rush towards his office, but he isn't there. Smoke fills the room, you panic. You awaken feeling sore all over, you have burn marks across your body. You feel confused and worried, but most of all scared.
*Sifkesh was chosen because of her desire to corrupt followers of Good deities. Father Charlatan will have been a follower of Sifkesh in my campaign.