I need help with a haunt


Advice


I have a haunt coming up in my homebrew game and I am wondering how the players would be able to figure out how to permanently remove the haunt.

The rough history of the haunt is that there was a man who was attempting to make peace between the local Fey and lumberjacks. But a local lumber baron did not want the peace and restrictions on the harvesting of wood. The lumber baron paid a handful of lumberjacks to kill the hopeful peacemaker.

The Fey found out about it and found his body handing. The Fey slaughtered the whole town. They the men who did it. The peacemaker was given a proper burial and his final resting place has become a bit of legend and bad adventurers do try to loot his tomb. But thus far no one is know to have succeed.

The hired murderers were turned into scarecrows and are now the guardians of the grave of the man they killed. If the scarecrows are all killed the haunt reforms in 1d6 days.

My initial thought for what would kill the haunt is that they need to bring someone with legal authority to pass judgment on these souls. I am not sure how the group would figure that out.

I am also open to suggestions for other ways to kill the haunt forever. This is something they are gonna want to do since they are looking for ways to earn good will in the area and this is very in line with their current quest.

Thank you in advance.
DAA


Judgment has already been more than passed on the Lumberjacks.
The Lumber Baron is the key here. Also the Fey of course, it was their idea of justice that created the underlying scarecrow magic.

The Fey are probably one source of information.
A surviving failed tomb raider might have information.
Traveling traders might know a bit.
The local Druids as well.


I think a Knowledge Religion automatically identifies a Haunt and how to destroy it, but I've always found it a hokey mechanic. You could try environmental storytelling, litter clues all about, and so on. Have local villagers tell the story, and paint him as the good guy, and the baron as a jackass. Really give off the impression the guy was wronged. If you manage to do that, and your players are good/empathic roleplayers, they'll want to pick up on that. Have some Fey roam around and tell their side of the story. Hell, as a last-ditch effort you could even have the guy turn up in ghost form and say he wants revenge. Maybe not in that form, that's too unsubtle. But have him appear in wisps whenever the Baron is mentioned for a split-second, and portray his general mood through decorations/drawings in his tomb (if they decide to visit it).
Haunts also usually try to damage visitors, or come with a spell effect they try to impose on the players. Have the players trigger the haunt, and have people who fail a Will save be temporarily possessed, or have the players be visibly angry or disgusted at the Baron, or impose a status condition whenever he's around. Try to not take control away from the possessed player, but if someone fails their save (it's maybe cheesy if they make their save, but otherwise have the person who rolled the lowest the possession, even if they would've made it. It's relevant to the story, you can cheat every now and then if it's story-relevant, like a cutscene. It's called plot armour.), take that person apart and tell him the backstory or how much he needs to play his part. Then, through interaction with the rest of the party, they'll find it out themselves, or have them roll Sense Motives to understand his underlying motive.

Haunts themselves are really mechanical things, maybe a leftover from 3.5, I dunno. Written as-is, haunts are boring to deal with. Try to go beyond the mechanical limits of haunts to actually make them interesting.


A Knowledge (history or local) check could be called for to know the history of the area and drop some plot hooks. Daw had some good ideas for party information sources.

As for destroying the haunt: Who is the dominant personality in the haunt? Haunts tend to have a dominant force. So unless each individual scarecrow has to be dispelled, you need to figure out what is tying them together. If they are persisting as a kind of punishment, do they dissolve when the peacemaker's wishes are fulfilled?

From the story you gave, this sounds less like a haunt and more like an eternal Sisyphean punishment that has no "out." Not sure that haunt rules would really apply in this story, since it's not vengeful spirits of the dead. It's a fey curse. I'd almost use some fusion of the haunt and curse rules, and just make there be no escape. The fey are known to be merciless and cruel to those who cross them.


What if the haunt doesn't know he's dead? What if the lumberjacks caught him by surprised and took him out before he saw them. What if he's berating himself because he failed to find a peaceful solution (and the entire town was destroyed)?
The only way to get rid of him is kill him so he knows he was killed, but a PC will have to use one of the long-dead lumberjacks' axes. Where can they find one? Maybe where the lumberjacks were killed, or maybe one or more of the axe-handles was used in the scarecrows' bodies.

Unfortunately, the haunt has no physical form, so it has to possess one of the PCs and another PC has to beat them to within an inch of their life so the haunt 'gets it'. Also unfortunately, one of the haunt's powers is sanctuary (affects everyone in the area) because he was such a devoted peacemaker.

How do the PCs figure all this out? Not my problem.


There's always Speak With Haunt.


darkerthought7 wrote:
As for destroying the haunt: Who is the dominant personality in the haunt? Haunts tend to have a dominant force. So unless each individual scarecrow has to be dispelled, you need to figure out what is tying them together. If they are persisting as a kind of punishment, do they dissolve when the peacemaker's wishes are fulfilled?

Indeed. If the haunt is dominated by the peacemaker's spirit, it could play out quite differently than if it's dominated by one of the lumberjacks (or a gestalt of the lumberjacks).

Alternatively, you could think of it as two interlocked haunts, or a haunt and a curse (the peacemaker and the lumberjacks), and both have to be resolved to fix the whole mess.

The peacemaker wanted peace; he probably didn't want the whole town slaughtered. Maybe his spirit will move on if the new lumberjacks and townsfolk (I'm assuming new people have moved in) make a peace deal with the local fey. This probably means the lumber baron has to be persuaded or otherwise dealt with. Also, if the lumber baron's role in the murder isn't publicly known, the peacemaker's spirit might want the baron to be brought to justice.

The lumberjacks might want to finish the job. Maybe, to flip Pizza Lord's idea around, their spirits don't fully realise that they're dead, but if the peacemaker's spirit moves on, so can they. (This doesn't quite fit with the guardian scarecrows, of course; I'm just throwing out ideas.)

Alternatively, maybe the lumberjacks didn't know how the fey would react, the baron didn't tell them the whole story, and they now see the baron as the cause of their plight. In this version, exposing the baron also helps them move on. (You could have something like a ghostly trial, where the PCs have to drag the baron to the gravesite with a judge and a priest and make him confess.)

If the lumberjacks' spirits are bound more by the fairy curse than by their own hate, then the fey who cursed them have to be placated. This could lead to a sidequest (e.g. the fey agree to lift the curse if the PCs remove a local hag or fetch a special item), or could involve other conditions beyond the basic peace deal.

Alternatively, the PCs could provide some sort of thematic justice that the fey approve of. For example, the PCs and/or some locals could plant trees near the gravesite and bind the lumberjacks' spirits to them. The lumberjacks get to experience being trees and fearing axes, so the fey are happy, but the lumberjacks also get a kind of second life (better than being a scarecrow, at least) and the assurance that the fey will let them move on when those trees die, so they won't be trapped there forever.

darkerthought7 wrote:
From the story you gave, this sounds less like a haunt and more like an eternal Sisyphean punishment that has no "out." Not sure that haunt rules would really apply in this story, since it's not vengeful spirits of the dead. It's a fey curse. I'd almost use some fusion of the haunt and curse rules, and just make there be no escape. The fey are known to be merciless and cruel to those who cross them.

On the other hand, fey (along with witches) are known for inflicting conditional curses, so often there's an out, it's just that the fey don't think the victim will ever be able to fulfill the condition.


Yay I go responses. Thank you all for your suggestions.

I had not considered curses and I rather like that idea so I will probably be adding that in the mix somewhere. I never liked the religion check that just solves things so this is a fun option.

I love the idea of a double layer where they have to help the peacemaker move on so the lumberjacks can be freed.

Thank you all again. And if anyone else has suggestions I still have a while before the players get to this wonderful place


The Excorcist cleric archetype has a special ability that allows them to roll to figure out how to destroy a haunt, so using a straight Knowledge Religion roll is unacceptable. The GM would do well to proved a backstory that the PCs hear somewhere along the way that helps clue them in on how to destroy the haunt.


They have gotten fairly decent backstory on it and in the next session they will be meeting with someone who was friends with the peacemaker and who has visited the grave/haunt. So anything they have missed or that NPC's did not know they will get out of this Satyr.

The cleric in the party has no archetypes so that is not something I have to contend with. This will be the second haunt they are to encounter and the first one they can do something about.

By and large my group tend to be good about gathering details. They heard about this place and refused to visit it until they had done some digging, which made me happy.

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