Stealth +10 (trained)
Description The spirits of community members linger on
after their tragic deaths.
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) 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.
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.
Failure The creature is unaffected.
Critical Failure The creature’s frightened condition is
reduced by 1.
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.