Death in Foxglove Manor


Rise of the Runelords


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Since this will be littered with spoilers for The Skinsaw Murders and wrapping the whole thing in a spoiler tag seems silly:

*** Spoiler Alert ***

One of the characters died to Traver's suicide compulsion. It was a tragic, tragic incident involving rolls of 1, 2 and 1. Seriously. I was so flummoxed I simply followed the AP and pronounced the proud monk dead.
I rather regret that decision.

However, in trying to make something better of the situation, I wondered what being dead inside Foxglove Manor might be like. Clearly, the dead here do not rest quietly - so why would a PC?

Having a PC in the house as a spirit could be really interesting. I imagine things look completely different on "the other side", and the PC could very well then interact directly with the other spirits like Traver, Cyralie, Iesha and Vorel.

The first thing I'll need is to understand what a spirit PC is capable of, especially how they can interact with the rest of the party back in the real world.

Any suggestions/advice? Has anyone done, or seen similar done, before?

Grand Lodge

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Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

First things first: never regret killing a Monk PC. They have it coming. :D

Second: You might give the PC the Ghost template. It would allow them to travel with the remaining heroes, do some cool stuff (like walk through walls), and generally stay in the game for the time being. Most of the Ghost's combat abilities are things that require Fortitude saves, to which most of the denizens of Foxglove Manor will be immune because they are Undead, so that he won't be over-powering in combat.

I'd tell the player straight up, "I'm sorry your PC died, that wasn't part of the plan. Here's something to keep you in the game until you guys can afford a raise, but this template is not meant to be permanent."

-Skeld


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I would probably get overly ambitious with this scenario, so please bear with me, or disregard entirely.

I would talk with the player of the monk first and foremost. I would tell him that there was an opportunity for him to continue with the character if he wanted, but that it would (at least initially) as a ghost. Not everyone would want their character to be a ghost, and I'd want to get buy in first.

If s/he agreed: I'd run a separate session. Foxglove would be a bit of a nightmare. If you haven't, read "Ghost Story" by Jim Butcher. The main character becomes a ghost, and has to learn the rules in a world of hungry ghosts, and the like. Good read, as were the 13 books before them (imo). I would run solo haunt encounters where the monk runs into the various souls who've died in the manor - including the Foxglove family, but also various passers-by, construction workers, etc., and maybe an allip or something for an actual fight. I would have lots of foreshadowing moments - the floor opening up underneath you, as you see Aldern murmuring the name of his haunt victim. Every now and again, the face of Vorel will appear in mirrors, windows, the floor, etc. Every time, there will be a fear effect, and the monk will go running - perhaps blinking out, and appearing back where s/he died. If successful, the monk would gain knowledge about exactly what Vorel has become and how to destroy him. Additionally, if Vorel can be defeated before the sun rises on the third day (or whatever), he will be raised. He died by a haunt, and if they're able to exorcise the House: he'll be able to come back, but the clock is ticking.

Now, back to the group. I would add in times when they can hear the voice of their friend, or see his visage in the mirror, etc. Attempting to warn them, but it's garbled, allowing them to continue through the house. I would attempt to time it so that they broke right before they got to Aldern (if possible). In the next session, I would bring the monk back - materializing to fight with Aldern (since that or the Skaveling are one of the toughest fights they face). The monk could then impart what he learned, and then the race is on. It takes Hallow spell to exorcise Vorel. That's generally going to be higher level than a cleric in the party can cast, so they may need to run back to town to get a scroll, or someone else who can assist. Alternatively, and my suggestion, would be to make it a ritual. You'll need blood from one in his family. Despite Aldern's transformation: that should probably do. Holy Water. A silver Holy Symbol. An item of importance to the spirit (his books, the broken phylactory, etc.), and then you'll have to withstand the wrath of Vorel attempting to disrupt the spell - earthquakes, sudden cold snaps, fear effects, etc. I'd say 4 rounds should cover it.

If I was a PC: that would be sufficiently epic as a way to bring me back. Again, I know that it's really ambitious, so disregard as necessary. Good luck!

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