Mistaking that sound for a idly creaking door will get you killed. Everything in this place moves with purpose, guided by unseen hands. Weaved against their wills into the fabric of this plane, ghosts watch you from the space between worlds. Each step you take reminds them of a life they can no longer have and a rest denied. Each step you take, each item you touch, each privileged breath you take grows the spirit’s ire. Only rest can soothes their anger. Rest…or your death. Exorcise or destroy them if you must, but ignore these haunts at your peril.
The Spirits’ Rage is a Horizon used to represent the rising ire of ghosts in a locale. You can use this to heighten the effect of any haunted location that you are running. You’ll want lots of ghosts in the location, and you’ll want to give the characters a chance to sanctify areas and exorcise ghosts. Sanctifying is a group religion check (Moderate difficulty) that takes 10 minutes to complete. Success lowers the advance of Rage by one, while failure causes Rage to advance. Exorcising a ghost can be done by making a Religion check (hard) when dropping a ghost with an attack. Success sends the ghost to a peaceful rest, lowering Rage by one. Failure discorporates the ghost but leaves its raging spirit mixed in the energy of this place, advancing Rage by one.
Players are made aware of the possibility to sanctify/exorcise after the secondd advance or by making a successful Arcana or Religion check (potentially a History check if this place is well known).
Over at 8 encounters they have this great sheet of the Horizon.
Advancement.
The following actions cause Rage to advance:
Taking an extended rest
Moving a sacred item (Arcana or Religion of moderate difficulty to notice such items)
Failing a sanctifying ritual.
Every two ghosts defeated/failed to put to rest.
The following actions lower rage:
Successfully completing a sanctifying ritual.
Putting two ghosts to rest.
Spirit’s Rage
Disturbing Noises (2 advances) The constant moaning and wailing of ghosts follows the players ( -2 perception, -1 to will checks against fear effects)
Angered Spirits (5 advances) after each encounter, roll a 1d6. On a 4-6 an angry poltergeist attacks each player, hurling loose objects at great speeds at the party. It makes a (Level of Party)+4 attack versus Reflex against each player, dealing 1d8+6/2d8+7/3d8+9 damage for heroic/paragon/epic tiers to each target it hits.
Empowered Spirits (7 advances) - all ghosts have +1 to all defenses.
Sudden possession (10 advances) after each encounter, roll a 1d6. On a 5 or 6 one PC at random suffers an attack of PC LEVEL +4 versus Will. If the attack succeeds, that player is dominated for one turn. It makes one attack versus an ally, and then is no longer possessed or dominated.
Feast of Rage (13 advances) - all ghosts deal +2/+4/+6 (heroic/paragon/epic tiers) damage on all attacks.
Fabulous mechanic! I love this installment too, it really emphasizes the creeping nature of the threat. Kudos to you.
Very nicely done, unique and creative yet concrete atmosphere setter. I’m highly tempted to use this modified to plant/fey creatures for a haunted dark forest the party is heading into just now. Having the plants/trees themselves become increasingly threatening as they advance through it sounds like a blast.