Detailing the fall of the Grey Friar, his Abbey and other Expanded Haunts in Renchurch.


Carrion Crown


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I really love everything that is given for Renchurch in Shadows of Gallowspire, from its horrific soul haunting ability to its unique denizens. Since SoG is such a big module as far as what it has to detail in terms of grandness of locales and denizens (which at this level of play is unfortunately huge in terms of word count and what gets put in a 64 page adventure), I wanted to give my own spin on some of the haunts that fill primarily the upper reaches of the area while helping to give a history of the place. Since Renchurch is a former Pharasman Abbey that was taken over by the Whispering Tyrant's forces, I figured I could use some of the haunts presented and expand on them to detail what happened when the Abbey fell. I also wanted to use the haunts to help foreshadow some of the module's final villains, Lucimar, Marrowgarth, and General Sey'Lok. Here is what I am going to use:

Abbey Breaching Haunt:

E2 NarthexWhen this haunt manifests, the area suddenly appears to be restored:
"The rubble and broken bells littering the area seem to waver away, revealing a restored grand Narthex glowing with the rose light of the setting sun. As the last rays gleam off of the dozens of bells that adorn the walls, a great wind rises, chaotically clanging them as the night's darkness deepens quicker than it should. As screams rise to join the wailing wind, a voice seeps from beyond the now shut double door, one that speaks like a whisper scraped across shattered glass. 'The Last Stronghold of the Spiral.. Know this priests of a failing goddess; I defy you. My master defies you. Death will be cheated and the circle will be broken!' With that , there is a thunderous boom as the doors shatter open from a giant-sized fist made of shadow, as splinters and inky blackness fills the room."

Abbey Breaching Haunt CR 14
XP 38,400
CE Haunt (Area E2)
Caster Level 141th
Notice Perception DC 20 (to notice a subtle dimming of the ambient light)
hp 63 Trigger Proximity Reset 1 day
Effect This haunt is a repercussion of the massive loss of faith and life that occurred when the Whispering Tyrant's forces, lead by the Nightwalker General Sey'lok, broke down the centuries-old carved wooden doors with a word of power and a fist of shadow, preceding their assault into the monastery. When this haunt manifests, all creatures in the Narthex are subjected to a shatter spell except that its effects reach into any extra-dimensional spaces adjacent to living creatures (such as a bag of holding or handy haversack). Additionally, each creature in the haunt's area is pierced by dozens of shards of phantom splinters dealing 2d4 points of piercing damage (Reflex DC 23 reduces to half) and all light sources within the haunt have their illumination area reduced by half.
On the haunt's next turn, each creature in the area is subjected to a fear spell (DC 23) and all light sources are reduced to a quarter of their area of illumination. These reductions in illumination persist for as long as the creatures remain in the haunt's area and for 1d3 rounds after.
Destruction All of the Narthex's bells must be repaired or replaced after Renchurch itself has been re-consecrated, and the doors must be replaced with millennium-old hand carved frames similar to the design used by the former Pharasmans.


Cathedral Massacre Haunt:

E4 Nave This Haunt manifests whenever battle occurs within the Nave, echoing the last stand of the Pharasman priests against the Tyrant's forces. The haunt increases in power the longer it manifests, gaining strength from any conflict around it.

Cathedral Massacre HauntCR 14
XP 38,400
CE Haunt (Area E4)
Caster Level 141th
Notice Perception DC 25 (to hear sounds of battle other than the ones present)
hp 63 Trigger Proximity Reset 1 day
Effect This complex haunt grows each round of ongoing battle the PCs engage against any enemies in its area On the first round, there are faint distant (yet-near) sounds of arcane words, screams, and other sounds of battle that echo throughout the chamber, but no other effect.
-On the second round of combat, the haunt manifests more fully, "As you fight, you see dozens of spectral forms joining in the battle all around you, engaging in their own conflict with the faithful of Pharasma fighting against horrific odds as dozens of spectral zombies, orcs, and skeletal wizards flit in and out of view". Other than manifesting visually there is no other effect yet.
-On the third round of combat, the haunt gains enough strength to affect the characters directly. " Around each of the spectral priests the battle visually manifests more fully as the onslaught of ethereal undead move to swarm over each one. You can almost feel their battle bleeding into yours, as if the undead horde is aware of you as some of their weapons veer your direction." Each living creature is targeted by a spiritual weapon spell (attack +14 1d8+4) that can attack them anywhere within the haunt's vicinity and 1d2 rounds after they leave it.
-On the fourth round of combat, the haunt reflects the turning point of the former battle, "The ghostly panorama heightens in vividness around the swirling skeletal mages who utter words of power at the remaining priests and protectors. Looks of horror cross some of their faces though their is no immediate effect..." Each living creature in the haunt's vicinity is subjected to a dispel magic spell.
-On the fifth round, the tide appears to be turning against the priests, "Words of power are unleashed again and the dwindling numbers of priests are held in the air as if by unseen hands. As their weapons clatter to the ground, their armaments begin to float in front of them. Their protectors surge forth to stop the undead horde and their own weapons from attacking their helpless comrades.." All living creatures in the area are subject to a telekinesis spell with two simultaneous effects. The first attempts to grapple the PC while the second attempts to disarm them, both with a +14 CMB modifier.
On the sixth round, it is all but a slaughter in the Nave, " The swirling spectral siege plays out acts of battlefield horror before you as the phantom soldiers and clerics are burned by arcane magic, torn limb from limb by their re-animated comrades, cut by their animated swords, and stricken dead by their own animated shadows. Through it all, the high abbot of the abbey retreats backwards, toward's the altar, his face a mask of profane terror." For the duration of the haunt or until the PCs leave the area, each round they are subject to a random effect. The save DC on any of these effects is 23.
(d6) (1) Possessed: The PC must make a Will save or attack the nearest living creature that round ,as if confused.
(2) Phantom Evocation: Magical energy erupts around the PC, dealing 3d6 points of fire and 3d6 points of electricity. A Reflex save reduces the damage by half.
(3) Spectral Horde: The PC is attacked by 2d4 ghostly weapons this turn. Treat these attacks as if made by a spiritual weapon spell (attack bonus +14, 1d8+4 dmg).
(4) Telekinetic Confluence: A PC is subjected to violent thrust version of the telekinesis spell, hurling them 20 feet in a random direction. A Will save negates this effect.
(5)Shadow touch: Phantom shadows seek out the PC trying to sap their strength. The PC takes 2 points of strength damage. A Fortitude save negates this effect.
(6)Crime of War: The spectral mass depicts deeds of a particularly horrific nature. The PC is shaken. A Will saving thow reduces the penalty from the shaken condition to -1.
Destruction The entire Nave must be cleansed, restored, and stripped of its Urgathoan sacraments. In addition the site itself must be stripped of its ability to haunt the souls of those that die there, whether through magic or the complete re-sanctification of Renchurch.


Feast of the Fallen Haunt:

E5 Sancristy Substitute the following text for what's given in area E4, "The trail of blood leads to a pile of bodies that sits in the center of this bloodstained, rubble-filled chamber. What appears to be an altar covered with plates of food and cups of wine looks as if its contents have been left out to spoil for days judging by the amount of flies that buzz and clamor around it." Besides being a focal point of a desecrate effect, the breaking of the Grey Friar's spirit took place in this chamber. Over the years of bound imprisonment, his captors would bring him to this chamber to nourish him, giving him food and drink but eventually replacing some of his meals with rotten flesh and blood. This occurred several times until the truth was revealed to him, crushing his spirit and bringing him closer to Urgathoa's embrace.

Feast of the Fallen HauntCR 14
XP 38,400
CE Haunt (Area E5)
Caster Level 141th
Notice Perception DC 25 (to smell a delicious, fresh cooked meal blow through as if on the breeze)
hp 63 Trigger Proximity Reset 1 day
EffectWhen this haunt triggers, what appears to be a ghostly priest manifests next to the altar, sitting and bound in chains. As he reaches for the plates and goblets, the haunt randomly targets a PC in the area with a dominate person spell. A PC that fails moves over to the unholy altar and immediately begins attempting to consume the profane offerings on it. The haunt attempts to dominate a new PC every turn until either everyone leaves the haunt's area or everyone has eaten from the altar. Any PC eating from the altar must make a Fortitude save (DC 23) with a -4 penalty or be affected as if bt the spell feast of maggots. As this occurs, the ghostly priest also consumes the spectral version of the food on the table until eventually ceasing and doubling over. He continues this until all living creatures leave the haunt's area, at which point spectral maggots erupt from his mouth and he vanishes. The maggots manifest as a Rot Grub Swarm with the incorporeal sub-type, and immediately attacks the nearest living creature for 3 rounds before dispersing. Its infestation effect lingers,continuing until dealt with by the means listed in its entry.
Ghostly Rot Grub Swarm
hp 85, incorporeal sub-type, fly 20
(Pathfinder RPG Bestiary 3, p215)
Destruction The altar must be cleansed and then a hero's feast spell must be cast and consumed over the altar.


Failure of Faith Haunt:

E8 Apse This haunt represents the dwindling faith of the man who came to be the Grey Friar.

Failure of Faith Haunt CR 14
XP 38,400
NE Haunt (Area E8)
Caster Level 141th
Notice Perception DC 25 (to feel a simultaneous warmth and chill)
hp 63 Trigger Proximity Reset 1 day
Effect When this haunt manifests, an ordinary-looking middle aged man materializes and appears to be channeling with his Pharasman holy symbol, "The hideous Urgathoan altar disappears, replaced by a crystalline piece adorned with spirals. Materializing before you, draped in vestments and dweomers of great power, what appears to be the high abbot raises his carved spiral holy symbol and calls upon Pharasma to bring peace to the falsely risen. There is a wave of energy.." Each PC in the haunt's area is affected as if by a Cleric channeling positive energy for 5d6 points of damage (Will DC 23 halves this, see below).
-On the haunt's second turn, as the ghostly abbot channels again, a shadow seems to fall over the area, reducing any ambient light by one step. "There appears to be almost a palpable border between the light and shadow, which grows ever in the favor of the darkness. As the side of light pulses with energy, deeper shade answers with its own tendrils of midnight. The abbot's face is a look of uncertainty and strain.." Each living creature in the area heals 1d6 points from positive energy (Will DC 23 halves this, see below)
-On the third round, "As the abbot channels again, a look of uncertainty crosses his face as darkness swallows the room. Everything grows colder and a wave of sickening energy washes over area to counter the abbot's power." ." Each living creature takes 1d6 points of negative energy damage (Will DC 23 halves this, creatures that failed their saves or chose not to save against the previous healing effects take a -2 penalty on their saves against this effect and the effects of the next three rounds. This increases to -4 if a creature chose not to save against both effects.
-On the fourth round, the lasts survivors of the fight in the Nave stand with their abbot, "A trio of ghostly warriors move to support the faltering abbot. Even as they do, the abbot's strength appears to be waning as he leans on a great altar dedicated to Pharasma, calling upon everything he has to counter the darkness" Each living creature in the area takes 3d6 points of negative energy damage (Will DC 23 halves this damage).
-On the fifth round, the abbot continues to channel against the inky black, only to be countered again by the strengthening source of the darkness. Each PC takes 5d6 points of negative energy damage (Will DC 23 halves this damage).
-On the haunt's final round, the abbot's resolve appears to break, and he runs towards the eastern door. He barely escapes but abandons his compatriots, who seem to crumble in a wave of negative energy. Each living creature in the haunt's area takes 9d6 points of negative energy damage (Will DC 23 halves this damage).
Destruction To lay to rest this haunt permanently, the Grey Friar must be destroyed and his remains must be buried in an area under the effects of a hallow spell. Additionally, the unholy Urgathoan altar must be destroyed and replaced with its old Pharasman equivalent.

Collapsed Conflagration of Terror:

E15 Ruined Cloister This haunt results from the loss of life, terror, and loss of souls that occurred when the ravener Marrowgarth aided in the initial assault on the Pharasman abbey. As a result, the dead do not remain quiet in this ruined area.
Collapsed Conflagration Terror CR 14
XP 38,400
NE Haunt (Area E15)
Caster Level 141th
Notice Perception DC 25 (to notice the temperature suddenly rise and the smell of burnt flesh)
hp 63 Trigger Proximity Reset 1 day
Effect When this haunt manifests, each PC hears a thunderous crash against the crumbled roof of the cloister. They must make a Will saving throw (DC 23) or suddenly drop prone and are treated as if pinned. Treat this effect as if being in the bury zone of a cave-in for purposes of actions allowed and escaping. To a PC experiencing effect, it appears as if massive chunks of rock are holding the character down. Characters trying to the aid a trapped PC can attempt to give a +2 bonus on the DC 25 Strength check needed to escape by succeeding on a DC 10 Strength check.
-On the haunt's second round, a wave of sweltering heat blankets the area, dealing 2d6 points of damage to all creatures within the haunt. Creatures buried underneath the phantom collapse take an additional 3d6 points of fire damage that bypasses any fire resistance or immunity they may possess. The smell of burnt flesh intensifies and phantom screams can be heard.
-On the haunt's third round, the necromantic energy unleashed causes the remains of those slain in the cloister to rise. Clawing their way from the ground are 16 Burning Skeletal Champions, which rise up at a rate of 2d4 per round. The skeletons are quite free to attack any PC restrained by the phantom debris.
Unhallowed Burning Skeletal Champions
Pathfinder RPG Bestiary p251-252, as entry with following changes
( AC 14, touch 12, flat 12, +2 deflection vs. good, +2 save vs good creatures, Speed 30, 2 Claws +6 1d4+3+1d6 fire, replace feats Cleave, Power attack and Weapon Focus: longsword with Dodge, Nimble Moves and Weapon Focus: Claws (lose breastplate and shield).
Destruction The Ravener Marrowgarth must be slain and the bodies of those buried in the rubble-filled dirt must be recovered and properly buried.

Broken Faith on the Brink of Death Haunt:

F14 Scriptorium The final stages of the Black Friar's transformation occurred here where priests in service to The Whispering Tyrant used their magic to continually bring the former abbot back and forth from the edge of death, eventually driving him to renounce his old faith. Since Lucimar is responsible for this psychic trauma, he takes pleasure in using this chamber as a residence to unnerve any living guests that might visit him.
Broken Faith on the Brink of Death Haunt CR 14
XP 38,400
NE Haunt (Area F14)
Caster Level 14th
Notice Perception DC 25 (To hear whispers coming from the four glass tanks)
hp 63 Trigger Proximity Reset 1 day
Effect When the haunt manifests, the Whispers coalesce into hundreds of horrible truths. Each living creature in the room must make a Will saving throw (DC 23) or become fascinated. This effect persists for long as there are creatures in the room, expiring after 14 rounds. Fascinated creatures can defend themselves but take no actions while subjected to the duration of the haunt. Fascinated creatures see the following, "Each lectern suddenly seems to hold ancient blasphemous tomes, their pages open and baring their secrets. They surround the form of a bound man in a chair, the stricken form of an abbot. Pacing about him is the shadow of a half-man, half-wolf creature.
On the haunt's second turn, fascinated creatures hear a voice among the whispers (recognizable as Lucimar's if they have faced him) that speaks, "Do you hear their secrets priest? They speak truth from beyond your Lady's grasp! See for yourself!" All fascinated creatures are subject to an empowered inflict critical wounds (DC 23), as the ghostly abbot is stricken by a cloaked figure that strides into view. The abbot seems to die.
On the haunt's third turn, fascinated creatures are subjected to a breath of life spell (DC 23). Creatures subjected to this effect feel a certain wrongness to the effect; creatures that fail to save against this effect take 2 points of Wisdom damage echoing the madness felt from the abbot's moving back and forth between life and death so quickly. The voice speaks, "You're never going to her eternal embrace. You'll always get just within sight but never reach her, I promise you!Then you will realize her falseness!"
On the haunt's fourth turn, the events of the second round repeat themselves, cycling on the fifth round into the haunt's third round events. This repeats itself every other round until the haunt ends. Creatures that were affected by the haunt's effects must make a Will Save (DC 23) 1d6 rounds after leaving the haunt's area or act as if under the effects of a confusion spell for 1 minute, as half remembered truths spoken within the haunt take dangerous root in the PCs mind.
Destruction Both the Grey Friar and Lucimar the Lich Wolf must be destroyed and laid to rest.

Hope this helps anyone running Shadows at Gallowspire inspire their own ideas for haunts. I really want to do something similar for detailing the Whispering Tyrant as my PCs get closer and closer to Adorak, so we'll see what else crops up in these forums!

Contributor

This is a thing of beauty. THANK YOU, Rakshaka. Behold, GMs, and despair!


That's high praise coming from you, sir! I am so psyched to run this module, to the point that I've done the entire upper floor area in Terra-Clix 3D terrain, made 3D furniture (like altars, pews, chairs), and crafted minis (like The Stone Golem Urgathoa statues and the Urgathoan Fly), as well as tweaking a number of encounters for four players with two mythic tiers (which I suppose would also work for 5). I feel that its important to develop expanded material for modules 5 and 6 more so than the others since 1)it encourages other DMs to get their groups to the final stages, 2) it gives DMs additional tools for the module, especially in regards to players that seem to be having an easy time orfor larger groups, and 3) It helps detail parts in the final cut of a module that might be edited out or only summarized since the higher the level of play, the harder it is to squeeze in big stat blocks or complex, word-consuming haunts.
Again, I appreciate the framework you've given me to work with! Now if only I could win this War of the River Kings quickly so I can begin the final chapter of this AP....

Silver Crusade Contributor

Very well done - I'd love to see where this goes! I haven't done much for Adorak yet. Also, you should post a link to this in my thread to increase the chances of people seeing it. ^_^

(Side note: I changed Renchurch to have been an abbey devoted to Aroden, both to cement that element of the Tyrant a bit more deeply, and because the idea of Pharasma cursing the Grey Friar in a way that led to undeath was... weird. I like what you've done with things.)


Here is the link to Kalindlara's page with a number of excellent, easily insert-able haunts for Renchurch.


Rakshaka wrote:
Here is the link to Kalindlara's page with a number of excellent, easily insert-able haunts for Renchurch.

Rakshasa, I know it's been a while since this thread, but I'm running book 6 now, and saw you created minis for denizens of Renchurch, specifically the Urgathoan statues! Do you still have them? Would you sell them? Or send the file for 3d printing? One of my players has a printer...

My email is:

allanr7771@gmail.com

Thanks for any response!

Allan Roden

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