TEXT: Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents    
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  Obbbbbbbbbbbbjjjjjjjjjjjjeeeeeeeeeeeeccccccccccccttttttttttttssssssssssss            
   
      
      
      
      
  By 
  By 
  By 
  By T.H. Gulliver
  T.H. Gulliver
  T.H. Gulliver
  T.H. Gulliver    
  
   
  Rite Publishing Presents: 
   
  #30 Haunts for 
  Objects 
   
  Dr. Venkman
  Dr. Venkman
  Dr. Venkman
  Dr. Venkman    (Design): T. H. Gulliver    
  Dr. Spengler
  Dr. Spengler
  Dr. Spengler
  Dr. Spengler    (Editor): Steven D. Russell    
  Mediums
  Mediums
  Mediums
  Mediums    (Artists): Arthur Rackham and Public Domain   
  Dr Stantz
  Dr Stantz
  Dr Stantz
  Dr Stantz (Layout and Publisher): Steven D. Russell    
   
  Dedication:  To Mr. Greenway
  Mr. Greenway
  Mr. Greenway
  Mr. Greenway 
  and all teachers who keep their standards high. 
   
  “Lady in Elevator: Look George. Some child left their doll on the elevator.  
  George: Leave it alone. Let whoever is looking for it find it,  
  and it will be there.” 
  -Child’s Play 
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product. 
   
  #30 Haunts for Objects, Copyright © 2011 Steven D. Russell, Open Gaming License Copyright © 2007   
  Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license. 
  
  1 
  My Dear Owain Northway, 
   
  I am sending you the only details on the ‘The Worm 
  God’s Treasure’ to be found in our library. The ‘god’ 
  described is not a truly divine being, but one of the 
  many instances of powerful ghosts being mistaken for a 
  lesser deity. These are not as unusual as you might 
  expect, particularly in smaller hamlets without the 
  resources to attract or support a priest. 
   
  Below is the text:  
   
  “Convincing them to show me the entrance to the old 
  temple was easy. With the first drink, I asked about the 
  last harvest. With the second drink, I asked about the 
  health of the townsfolk. With the third, I asked about 
  the bandits. The old man bought me a fourth drink after 
  I asked him if the town had seen better days. He told me 
  of the better days—the days before the priests of the true 
  gods came, the days when the people remembered The 
  Worm God. Within an hour, we were in the field, the five 
  of us, preparing to open the sealed temple and renew the 
  worship of The Worm God below.” 
   
  “By agreement, the old man descended first. The Worm 
  God would recognize him, he believed, from when The 
  Worm God cured his fever. The tavern keeper, being the 
  closest thing the town had to a mayor, descended 
  second. I went third for no better reason than that the 
  other two were too drunk, too scared, and too hefty for 
  the descent.” 
   
  “They tied the rope around my ankles as this was the 
  way it was always done. I checked the rope myself, and 
  found I had been wise not to trust them. I retied the 
  knots and slipped over the lip of the stone well, fell ten 
  feet quickly, and smashed against the stone wall of the 
  well when they remembered their duty and pulled hard 
  on the rope. I was halfway down before the screaming 
  started below. The drunken sots continued to lower me 
  into the Worm God’s Temple. Perhaps they did not 
  hear.” 
   
  This enticing quotation survives only because a wise 
  woman copied it into an academic treatise warning 
  against the renewed interest on the part of younger 
  clergy in the abandoned and forbidden ‘rural gods.’ 
  Further details were considered unnecessary to the 
  purpose of the treatise but I have found other accounts 
  and reports from the same village. 
   
  From what I have been able to piece together, the sly 
  bard who persuaded the villagers to renew their 
  acquaintance with the ghost called ‘The Worm God’ 
  escaped the temple with a bag of gold and silver coins, 
  bought a horse, and left the village behind before anyone 
  had the courage to ask what became of the tavern keeper 
  and the old man. In the month that followed, a plague 
  killed a third of the villagers. The plague spread soon to 
  the nearest city, killing even more people before 
  gradually disappearing.  
   
   
   
   
   
  Attributing this to the opening of the old temple, the 
  villagers resealed and buried it. 
   
  I have another theory. I believe that the recovered coins, 
  having long resided in a place of death, disease, and 
  despair manifested a haunt that caused the villagers to 
  die. Although we hear more often of haunted houses and 
  hallways, it is not unusual for a chair, a sword, or a 
  child’s toy to be haunted. 
   
  For your interest, I enclose a volume I have compiled of 
  thirty haunted objects.  
   
  Blessings on your adventures, 
   
  Pers Veilborn 
   
   
  Persistent Haunts
  Persistent Haunts
  Persistent Haunts
  Persistent Haunts    
  Deciding whether, or not, a haunt should be considered 
  persistent is not always simple. Haunts duplicate spell 
  effects. When the spell effects are instantaneous, a haunt 
  would only be persistent if it continued to trigger the 
  same spell effect after the surprise round. When haunts 
  duplicate spell effects with other durations, deciding 
  whether they should be persistent requires more care. In 
  this document, haunts are only persistent if the spell 
  effect continues to trigger each round, if the spell effect 
  continues beyond the duration normally allowed by the 
  spell effect, or if the spell effect normally requires 
  concentration. This ensures greater consistency in the 
  challenge ratings of haunts. 
   
  Gaze
  Gaze
  Gaze
  Gaze----Triggered Haunts
  Triggered Haunts
  Triggered Haunts
  Triggered Haunts    
  Haunts, as described in the Pathfinder Roleplaying 
  Game: GameMastery Guide (OGL), have two types of 
  triggers: proximity and touch, allowing for effects 
  similar to those from horror films and literature. 
  Proximity-triggered haunts manifest when a creature 
  enters a certain haunted area. Touch-triggered haunts 
  manifest when a creature comes in contact with 
  something. 
  Most of the haunts in 30 Haunted Objects are touch 
  triggered. Several, however, are triggered when a 
  creature gazes upon the haunted object. Gaze-triggered 
  manifest when a creature within 30-ft. of the object 
  
  2 
  looks at it. As with gaze attacks, the target of the haunt 
  can avoid triggering the haunt by wearing a blindfold. 
  Targets who notice the haunt and win initiative can 
  avert their eyes to avoid triggering the haunt.  
   
  Common Haunts
  Common Haunts
  Common Haunts
  Common Haunts    
  One of the haunts in this collection and several haunts 
  in 30 Haunts for Houses and 30 Haunts for Ships and 
  Shores have ‘common’ in their name.  ‘Common’ haunts 
  are not mechanically different from other haunts but 
  players could encounter them more frequently. 
   
  Minor Haunts
  Minor Haunts
  Minor Haunts
  Minor Haunts    
  Minor haunts may annoy, or surprise PCs, but they do 
  not usually cause any direct damage. They are useful in 
  setting flavor and can act as a drain on PCs’ resources if 
  PCs channel positive energy at them before realizing 
  that they are relatively harmless. They can also be 
  combined effectively with other dangers. 
  Weaker, minor haunts are often found within inhabited 
  spaces not because they manifest more frequently than 
  other haunts but because, when they do manifest, they 
  are tolerated as mere nuisances. Homeowners may live 
  with a minor haunt rather than seek out a priest to 
  eliminate them. 
  PCs do not receive experience points for merely 
  surviving a minor haunt. They only receive experience 
  points for destroying a minor haunt or for surviving a 
  minor haunt when it strategically is combined with 
  another danger. For example, if the PCs survive an 
  attack from a choker while some are affected by The 
  Decadents’ Dance haunt they would receive XP for the 
  haunt as well as the choker. If the GM uses The 
  Decadents’ Dance to create flavor but not connected to a 
  danger, no XP should be given unless the players take 
  the time to figure out the means of destroying it and 
  succeed at doing so. 
  When an undead creature resides in an area with minor 
  haunts, the undead can choose when the haunts trigger, 
  delaying their trigger until a moment it chooses. An 
  undead creature can control a number of minor haunts 
  equal to its charisma score. The haunt still has the same 
  duration and amount of time to wait before resetting. 
   
  Associated Haunts
  Associated Haunts
  Associated Haunts
  Associated Haunts    
  Several of the haunts in this collection can be effectively 
  combined or work as individual haunts. Associated 
  haunts often act as triggers for each other with one 
  beginning as another ends.  For example, The 
  Murderer’s Mannequin (CR 3) could target a creature 
  with its hideous laugh, animate as the haunt The 
  Malicious Marionette (CR 5), and, while fleeing to a safe 
  hiding place from which to create more mischief, the 
  doll could allow its shadow to be seen manifesting as 
  The Shaitan’s Shadow (CR 7).  
   
  Common Shiny Haunt
  Common Shiny Haunt
  Common Shiny Haunt
  Common Shiny Haunt    
  CR 2
  CR 2
  CR 2
  CR 2    
  XP 600 
  CE minor haunt (any object, 5 ft. radius), persistent 
  Caster Level 2 
   
   
  The Bloody Bed 
   
  Notice Perception DC 18 (to notice a musty smell, rusty 
  sound, or slippery feeling that does not match the 
  object’s appearance). 
  hp 9; Weaknesses tricked by hide from undead; 
  Trigger proximity; Reset 1 day 
  Effect This is a common haunt in any location where 
  intelligent undead reside, particularly ghosts. Until the 
  object is taken out of the area commonly inhabited by 
  the undead creature, it appears much as it did at when 
  the creature was alive as the spell silent image (Will save 
  DC 11 disbelief if interacted with). 
  Destruction The haunt is destroyed when the items 
  are given to a rightful heir. 
   
   
  The Bloody Bed
  The Bloody Bed
  The Bloody Bed
  The Bloody Bed    CR 1
  CR 1
  CR 1
  CR 1    
  XP 400 
  LE haunt (one bed) 
  Caster Level 1 
  Notice Perception DC 23 (to notice a smell of blood 
  around the bed). 
  hp 2; Weaknesses triggered by touch; Trigger touch; 
  Reset 1 hour 
  Effect The bloodstains on the mattress bear witness to 
  the torture and eventual death of the former occupant. A 
  
  3 
  stabilized creature resting in this bed resumes dying as 
  the spell bleed (DC 10 Will negates).  
  Destruction The haunt is destroyed when the bolts 
  that once held manacles are removed from the bedposts. 
   
  The Charred Chair
  The Charred Chair
  The Charred Chair
  The Charred Chair        
  CR 2
  CR 2
  CR 2
  CR 2    
  XP 600 
  LN minor haunt (one large wooden chair, 5 ft. radius), 
  persistent 
  Caster Level 2 
  Notice Perception DC 13 (to hear the low groaning 
  coming from the corpse). 
  hp 9; Weaknesses slow; Trigger proximity; Reset 1 
  week 
  Effect A burnt corpse sits manacled to a charred 
  wooden chair. When anyone approaches the chair, a 
  groan escapes through the corpse’s unmoving mouth. 
  “Stop,” it begs. “Just tell me what you want to know!” It 
  will answer one question as the spell speak with dead 
  (DC 14 Will negates). It repeats that answer in a voice 
  that pleads, shouts, and insists that it does not know 
  anything else.  
  Destruction Sewing the lips shut on the corpse 
  destroys the haunt. 
   
  The Cruel Crop
  The Cruel Crop
  The Cruel Crop
  The Cruel Crop    
  CR 2
  CR 2
  CR 2
  CR 2    
  XP 600 
  CE minor haunt (one whip or riding crop), persistent 
  Caster Level 2 
  Notice Perception DC 13 (to notice being overcome by a 
  feeling of hostility towards animals). 
  hp 9; Weaknesses triggered by touch; Trigger touch; 
  Reset 1 hour 
  Effect This whip was used by a particularly cruel animal 
  trainer and absorbed the hostility of its wielder and the 
  fear of the creatures he struck with it. The crop, when 
  carried close to an animal with 5 HD or less, causes it to 
  become frightened as the spell cause fear (DC 11 Will 
  partial, see spell text).  
  Destruction Casting calm animals on the crop 
  destroys the haunt. 
   
  The Decadents' Dance
  The Decadents' Dance
  The Decadents' Dance
  The Decadents' Dance    
  CR 8
  CR 8
  CR 8
  CR 8    
  XP 4800 
  NE minor haunt (one sculpture, 15 ft. radius), persistent 
  Caster Level 8 
  Notice Perception DC 23 (to smell flowers and blood). 
  hp 36; Weaknesses slow; Trigger proximity; Reset 1 
  week 
  Effect A 3 ft. tall sculpture depicts seven naked dancers 
  circling a stone table surrounded with flowering vines. 
  Those looking at the sculpture notice the figures begin to 
  dance but find themselves unable to move as the spell 
  mass hold person (DC 20 Will negates). The haunt is 
  persistent and continues until a successful Will save is 
  made. Targets of the haunt are allowed a new Will save 
  every 8 rounds. Those who make a successful save 
  cannot be affected by the haunt again. 
  Destruction The stone table depicted in the sculpture 
  still stands in a grove behind the house. A DC 15 
  Knowledge (nature) check identifies the possible  
   
   
  The Determined Device 
   
  location of the grove through recognition of the flowers 
  around the base of the sculpture. Examining the original 
  stone table in the grove and recognizing its sacrificial 
  purpose destroys the haunt. 
   
  The Determined Device
  The Determined Device
  The Determined Device
  The Determined Device    CR 1
  CR 1
  CR 1
  CR 1    
  XP 400 
  CE minor haunt (one trap, 5 ft. radius) 
  Caster Level 1 
  Notice Perception DC 23 (to notice the sound of the 
  trap repairing itself). 
  hp 2; Trigger proximity; Reset 1 week 
  Effect The haunt repairs and resets a disarmed trap as 
  the spell mend (DC 10 Will negates; harmless, object). 
  The haunt does not trigger the trap, but it will now be 
  triggered as if it had not been disarmed.  
  Destruction The tools used to disarm the trap must be 
  blessed. 
   
  The Doomed Diary
  The Doomed Diary
  The Doomed Diary
  The Doomed Diary    
  CR 2
  CR 2
  CR 2
  CR 2    
  XP 600 
  LE minor haunt (one diary) 
  Caster Level 2 
  
  4 
  Notice Perception DC 18 (to notice a feeling of light-
  headedness when reading the diary). 
  hp 4; Weaknesses triggered by touch; Trigger touch; 
  Reset 1 week 
  Effect A red leather-bound diary tells the story of a 
  brilliant young artist whose work became increasingly 
  morbid as a fascination with death overtook him. The 
  diary describes his involvement with a cult dedicated to 
  sacrifices to the old fertility god. People reading the 
  diary recall some of the events as if they witnessed them 
  themselv*es as the haunt implants memories as the spell 
  modify memory (DC 16 Will negates). 
  Destruction The haunt is destroyed when the diary is 
  copied into another book. 
   
  The Fascinating Flute
  The Fascinating Flute
  The Fascinating Flute
  The Fascinating Flute    
  CR 5
  CR 5
  CR 5
  CR 5    
  XP 1600 
  CE minor haunt (one object), persistent 
  Caster Level 5 
  Notice Perception DC 17 (to notice wisps of smoke 
  coming off the flute). 
  hp 22; Weaknesses triggered by touch; Trigger 
  touch; Reset 1 week 
  Effect When someone touches the flute, smoke rises 
  from the holes and a catchy tune fills the room. The 
  music gradually becomes faster and faster regardless of 
  whether the musician continues playing. The music 
  compels the person who played the flute to dance about 
  as the spell irresistible dance. This effect is persistent 
  and continues until the flute is taken or released from 
  the subject’s hands. After four rounds, the subject is 
  allowed a DC 19 Will save to resist the effect and let go of 
  the flute. 
  Destruction The haunt is destroyed when the 
  instrument is immersed in expensive wine for ten years. 
  During that period, the haunt cannot manifest unless 
  the flute is withdrawn from the wine. 
   
  The
  The
  The
  The    Ghostly Guardians
  Ghostly Guardians
  Ghostly Guardians
  Ghostly Guardians    CR 7
  CR 7
  CR 7
  CR 7    
  XP 3200 
  LE minor haunt (a crown, 15 ft. radius), persistent 
  Caster Level 7 
  Notice Perception DC 15 (to notice muted voices 
  pledging loyalty beyond death). 
  hp 31; Weaknesses hide from undead; Trigger 
  proximity; Reset 1 hour 
  Effect A withered corpse clad in dusty but untarnished 
  armor sits on an old bare stone throne, a crown 
  gleaming upon its head. If any living creature 
  approaches the throne dozens of phantom warriors rise 
  from the earthen floor and stand between the king and 
  those who would approach. Their translucent spears and 
  shields form a protective barrier as the spell repulsion 
  (DC 19 Will negates). 
  Destruction When a direct descendent of the king 
  claims the crown, the haunt is destroyed. 
   
  The Greedy Garden
  The Greedy Garden
  The Greedy Garden
  The Greedy Garden    
  CR 1
  CR 1
  CR 1
  CR 1    
  XP 400 
  NE haunt (5 ft. by 5 ft. patch of earth centered on one 
  silver piece) 
   
   
  The Greedy Garden 
   
  Caster Level 1 
  Notice Perception DC 17 (to notice the vines beginning 
  to rustle and writhe before the strike). 
  hp 2; Weaknesses slow; Trigger proximity; Reset 1 
  day 
  Effect A young man with bad luck at cards robbed 
  seventeen silver pieces from his brother-in-law. The 
  fight that ensued ended with the young man dead on the 
  floor with his teeth broken and a silver coin stuffed into 
  his throat. The master of the estate buried his sister’s 
  husband in the garden. The silver piece is infused with 
  the wrath and violence of that last struggle. When 
  anyone walks over the patch of garden where the 
  brother-in-law is buried, spiked vines snake out and 
  trapping one creature as the spell snare. The spikes do 
  1d3-1 point of damage.  
  Destruction Salting the earth destroys the haunt. 
   
  The Hellishly Hot Handle
  The Hellishly Hot Handle
  The Hellishly Hot Handle
  The Hellishly Hot Handle    
  CR 1
  CR 1
  CR 1
  CR 1    
  XP 400 
  NE minor haunt (one door knob), persistent 
  Caster Level 1 
  Notice Perception DC 17 (to smell smoke from the 
  other side of the door). 
  hp 4; Weaknesses triggered by touch, tricked by hide 
  from undead; Trigger touch; Reset 1 day 
  Effect Recovered from the wreckage of a torched house, 
  this doorknob retains the panic and fear of those once 
  
  5 
  trapped inside. Once per day, a person touching the 
  doorknob receives a flash of fear for people trapped 
  inside and a sense of desperation. The knob quickly 
  grows hot as the spell heat metal. This haunt is 
  persistent and continues for seven rounds or for as long 
  as anyone is holding the doorknob, whichever is longer. 
  Destruction The haunt is destroyed if the doorknob is 
  installed on the door of a church or temple dedicated to 
  a good aligned deity. 
   
  The Lonely Locket
  The Lonely Locket
  The Lonely Locket
  The Lonely Locket    CR 6
  CR 6
  CR 6
  CR 6    
  XP 2400 
  LN minor haunt (one locket), persistent 
  Caster Level 6 
  Notice Perception DC 20 (to notice the smell of rotting 
  flesh). 
  hp 27; Weaknesses triggered by touch; Trigger 
  touch; Reset 1 week 
  Effect This shiny silver locket has obvious value. Inside 
  the locket is a picture of a beautiful young woman who 
  once gave the locket to a lover, only to have it returned. 
  She wore it for the rest of her life and concentrated all of 
  her sadness and resentment on it. Any person who 
  wears the locket takes on the appearance, voice, and 
  even smell of the young woman as the spell veil (DC 10 
  Will negates). Anyone interacting with the person 
  wearing the locket can make a DC 19 Will save to 
  disbelieve. The effect lasts for six hours or until the 
  locket is removed. 
  Destruction The haunt is destroyed if the locket is 
  worn by a man at his wedding or given by one woman to 
  a man who loves her passionately. 
   
  The Malicious Marionette
  The Malicious Marionette
  The Malicious Marionette
  The Malicious Marionette    
  CR 5
  CR 5
  CR 5
  CR 5    
  XP 1600 
  CE haunt (one marionette, 10 ft. radius), persistent 
  Caster Level 5 
  Notice Perception DC 13 (to notice the eyes of the 
  marionette tracking the movement of the PCs). 
  hp 22; Weaknesses tricked by stealth; Trigger 
  proximity; Reset 1 day 
  Effect This crudely crafted wooden marionette, while 
  not alive, is animated by traces of the consciousness of 
  its former owner, a vicious kidnapper who used his 
  performances to gain access to his victims. When 
  approached, the marionette animates as the spell 
  animate objects. This haunt is persistent and the 
  marionette remains animated for 20 rounds, during 
  which time it usually attempts to run off and hide with 
  something of value to the PCs. 
  Destruction The haunt is destroyed when the 
  marionette is burnt. While it burns, it babbles and 
  laughs wickedly. 
   
  The Mortician's Mirror
  The Mortician's Mirror
  The Mortician's Mirror
  The Mortician's Mirror    CR 5
  CR 5
  CR 5
  CR 5    
  XP 1600 
  LE haunt (one mirror) 
  Caster Level 5 
  Notice Perception DC 21 (to notice your reflection in 
  the mirror seems hollow and your eyes vacant). 
  hp 10; Weaknesses tricked by invisibility; Trigger 
  gaze; Reset 1 day 
  Effect This large ornate mirror hung for years on the 
  wall of a mortuary. Reflections of living creatures in this 
  mirror appear hollow with bloodless skin and vacant 
  eyes. One reflected creature’s eyes widen suddenly as it 
  gasps for breath. Unable to get its breath it coughs a 
  thick line of ashen smoke at its counterpart in the world 
  outside the mirror. If the reflection succeeds on a +5 
  ranged touch attack, the line of negative energy 
  suppresses the life force of the creature it strikes causing 
  the creature to gain 1d4 temporary negative levels as the 
  spell enervation. If a ghost or similar incorporeal 
  undead creature is in contact with the mirror when it 
  successfully strikes a target, the undead gains 1d4x5 hit 
  points for 1 hour. 
  Destruction Hanging the mirror in a flowering garden 
  for one week destroys the haunt. 
   
  The Mortician's Mirror II
  The Mortician's Mirror II
  The Mortician's Mirror II
  The Mortician's Mirror II    
  CR 9
  CR 9
  CR 9
  CR 9    
  XP 6400 
  LE minor haunt (one mirror) 
  Caster Level 9 
  Notice Perception DC 28 (to notice the locket growing 
  icy cold). 
  hp 18; Weaknesses triggered by touch; Trigger 
  touch; Reset 1 day 
  Effect The mirror is even more dangerous when 
  touched. The soul of any creature that touches the 
  mirror is forced into the mirror as the spell trap the 
  soul. While within the mirror, the trapped creature 
  hears the whispers of dozens of souls previously trapped 
  that are now little more than grey shadows. 
  Destruction Hanging the mirror in a flowering garden 
  for one week destroys the haunt. 
   
  The Murderer's Mannequin
  The Murderer's Mannequin
  The Murderer's Mannequin
  The Murderer's Mannequin    
  CCCCR 3
  R 3
  R 3
  R 3    
  XP 800 
  CE minor haunt (one mannequin), persistent 
  Caster Level 3 
  Notice Perception DC 17 (to notice the soft sound of 
  laughter coming from the dummy). 
  hp 13; Weaknesses tricked by stealth; Trigger 
  proximity; Reset 1 hour 
  Effect The wooden mannequin begins to laugh, its 
  wooden jaw flapping up and down. The infectious cackle 
  causes another creature to fall prone while laughing 
  uncontrollably as the spell hideous laughter (DC 13 Will 
  negates; non-humanoids get +4 on their saving throws). 
  This haunt manifests when someone attempts to 
  stealthily pass it and fails or when a creature engages in 
  combat against the ghost of its former murdering 
  master, targeting the first creature to attack its master 
  and miss. 
  Destruction The haunt is only destroyed if the puppet 
  is disembowelled, hung from a tree, drowned, buried, 
  dug up, disembowelled, and then beheaded. 
   
      
      
  
  6 
  The Necromantic Necklace
  The Necromantic Necklace
  The Necromantic Necklace
  The Necromantic Necklace    
  CR 3
  CR 3
  CR 3
  CR 3    
  XP 800 
  LE haunt (one necklace) 
  Caster Level 3 
  Notice Perception DC 25 (to notice the necklace pull 
  slightly towards the corpse before it animates). 
  hp 6; Weaknesses triggered by touch; Trigger touch; 
  Reset 1 day 
  Effect A grave robber stole this red gem on a gold chain 
  from one of the tombs he plundered and gave it as a gift 
  to his wife. The wife, knowing of her husband’s late 
  night expeditions, often stroked it to reassure herself 
  when she grew frightened. Her greatest fear—that the 
  vengeful undead would rise up against her beloved—
  became concentrated in the gem and now manifests as a 
  haunt. Once per day the necklace reanimates a corpse as 
  the spell animate dead. The creature must have been 
  killed within the last twenty-four hours and be within 
  30-ft. of the wearer of the necklace. The zombie attacks 
  the wearer of the necklace exclusively.  
  Destruction To destroy this haunt, the gem must be 
  ground into powder and then drunk with strong wine. 
   
  The Paranoid's Portrait
  The Paranoid's Portrait
  The Paranoid's Portrait
  The Paranoid's Portrait    CR 5
  CR 5
  CR 5
  CR 5    
  XP 1600 
  NE minor haunt (one portrait), persistent 
  Caster Level 5 
  Notice Perception DC 17 (to notice a shadowy figure 
  behind the subject of the portrait moving slowly). 
  hp 22; Trigger gaze; Reset 1 day 
  Effect In this portrait, a gaunt figure with a haunted 
  look and full beard stands holding what appears to be a 
  staff or spear. A shadowy figure that may be a man 
  stands behind the chair. The man in the portrait looks 
  back at those viewing him, focussing his fear-filled eyes 
  on one creature with less than 6 HD. This creature 
  becomes frightened as the spell scare (DC 13 Will 
  partial, see spell text). This haunt is persistent and the 
  targeted creature remains frightened until making a 
  successful save. A new save is allowed every 5 rounds. 
  The haunt persists even when the painting is no longer 
  visible to the targeted creature. 
  Destruction The subject of this portrait insisted that 
  the artist remove certain details. These can be found by 
  comparing the portrait to the artist's sketch or through 
  DC 25 Appraise check, both of which reveal that certain 
  details were painted over at a later date. Painting stag 
  horns on the male figure in the shadows destroys the 
  haunt, as does painting hemlock leaves on the table 
  holding the wine. 
   
  The Phantasmal Feast
  The Phantasmal Feast
  The Phantasmal Feast
  The Phantasmal Feast    
  CR 3
  CR 3
  CR 3
  CR 3    
  XP 800 
  NE minor haunt (one table), persistent 
  Caster Level 3 
  Notice Perception DC 20 (to notice a sickeningly sweet 
  smell that quickly fades). 
  hp 13; Weaknesses tricked by hide from undead; 
  Trigger gaze; Reset 1 week 
   
   
  The Paranoid’s Portrait 
   
  Effect Three rival lords sat at this table flanked by their 
  best soldiers, ordered by their King to settle their 
  differences while sharing mutton and ale. The poison 
  took effect quickly. The crafty king walked away from 
  the table to seize lands, fortresses, wives, and merchant 
  ships as his own. The table remembers the betrayal of 
  that night. Old and rotten food left sitting on the table 
  looks and smells appetizing as the spell major image 
  (DC 14 Will disbelief). This haunt persists for 3 rounds 
  after someone tastes or touches the food or sits at the 
  table. The haunt is a minor haunt unless combined with 
  the real threat of disease or poison. 
  Destruction The haunt is destroyed when the table is 
  targeted with a purify food and drink spell. 
   
  The Philanderer's Flask
  The Philanderer's Flask
  The Philanderer's Flask
  The Philanderer's Flask    CR 1
  CR 1
  CR 1
  CR 1    
  XP 400 
  LE haunt (one flask) 
  Caster Level 1 
  Notice Perception DC 20 (to notice the cap of the flask 
  is somewhat loose). 
  hp 2; Weaknesses triggered by touch; Trigger touch; 
  Reset 1 week 
  Effect The flask was once a favored possession of a 
  licentious lord, a gift from his increasingly jealous wife. 
  Any liquid placed in the flask smells and tastes like 
  bourbon but does not have any of the effects of alcohol. 
  It loses that smell and taste when it is poured into any 
  other container. When the bearer of the flask drinks 
  from it while in the company of a woman—or, if the 
  bearer of the flask is a woman—the contents become 
  poisonous as the spell poison (DC 14 Fortitude negates). 
  Destruction The haunt is destroyed when the flask is 
  shared by a newly married couple on their wedding day. 
  
  7 
  The Possessive Pane
  The Possessive Pane
  The Possessive Pane
  The Possessive Pane    
  CR 6
  CR 6
  CR 6
  CR 6    
  XP 2400 
  NE minor haunt (one pane of glass), persistent 
  Caster Level 6 
  Notice Perception DC 14 (to notice frost creeping up 
  the glass). 
  hp 27; Weaknesses ; Trigger gaze; Reset 1 week 
  Effect A mourning father waited at this window, 
  watching for his sons to return from a war he was too 
  infirm to fight in. As the nights grew long and cold, he 
  slowly diminished until he was quite like a shell of his 
  former self. Once per week, the haunt attempts to force 
  the soul of a creature gazing through the window out of 
  its body and into the glass of the window as the spell 
  magic jar (DC 17 Will negates). The window carries only 
  a dim trace of the pain and anguish of the father and not 
  an intact soul so, unlike the spell magic jar, no soul 
  enters the body to replace the soul forced out. The 
  targeted creature continues to stare blankly through the 
  window, its eyes empty and, literally, soulless. This 
  haunt is persistent and lasts six hours. Breaking the 
  window does not end the haunt, but causes the target to 
  collapse into a coma until the duration ends.  
  Destruction Casting protection from evil before 
  breaking the window destroys the haunt and returns any 
  victim’s soul to its own body. 
   
  The Shaitan's Shadow
  The Shaitan's Shadow
  The Shaitan's Shadow
  The Shaitan's Shadow    
  CR 7
  CR 7
  CR 7
  CR 7    
  XP 3200 
  LE haunt (one puppet) 
  Caster Level 7 
  Notice Perception DC 22 (to notice the shadow of the 
  puppet does not quite match). 
  hp 14; Trigger gaze; Reset 1 hour 
  Effect Hailing from the Many-Storied Empire, this 
  shadow puppet resembles a tall noble creature wielding 
  a pair of scimitars. Those familiar with the shadow 
  dramas of the empire would instantly recognize this 
  character as The Shaitan, an impatient granter of wishes 
  who appears in many tales. 
  A sea captain brought the puppet from the Empire to 
  Questhaven as a gift for his talented but sensitive son. 
  The sickly and imaginative son saw in the mysterious 
  being’s shadow a frightening hunter of souls. His fear of 
  it grew more intense over time. Once per hour, a 
  creature that sees the puppet’s shadow perceives the 
  shadow beginning to move, flying from shadowy corner 
  to shadowy corner and becoming more and more 
  fearsome as it does. The shadow attacks as the spell 
  phantasmal killer (DC 16 Will disbelief, then Fortitude 
  partial; see spell description).  
  Destruction The haunt is destroyed when the puppet 
  is targeted by a daylight spell. 
   
  The Sightless Skul
  The Sightless Skul
  The Sightless Skul
  The Sightless Skul    llll    
  CR 2
  CR 2
  CR 2
  CR 2    
  XP 600 
  NE haunt (one skull) 
  Caster Level 2 
  Notice Perception DC 17 (to taste dirt immediately 
  upon touching the skull). 
  hp 4; Weaknesses triggered by touch; Trigger touch; 
  Reset 1 hour 
  Effect This skull is all that remains of the loyal servant 
  of a slain chief who was buried alive by his chief’s 
  murderers. A creature touching the skull relives the last 
  moments of the servant’s life. The creature sees blue sky 
  above as if lying on the ground and watches helplessly as 
  dark earth is thrown onto the target’s face. The target 
  becomes blind as the spell blindness (DC 13 Fortitude 
  negates).  
  Destruction Reburying the skull destroys the haunt. 
   
  The Tenacious Trap
  The Tenacious Trap
  The Tenacious Trap
  The Tenacious Trap    
  CR 3
  CR 3
  CR 3
  CR 3    
  XP 800 
  LE minor haunt (any trap) 
  Caster Level 3 
  Notice Perception DC 30 (to notice a slight click as the 
  trap is reset). 
  hp 6; Trigger timed; Reset 1 week 
  Effect This haunt is a wilful malevolence that centers 
  on any kind of touch activated trap. When the trap is 
  bypassed, the haunt puts pressure on the trigger to 
  release it nonetheless as the spell mage hand. 
  Destruction Disassembling the trap and washing its 
  parts in holy water destroys the haunt. 
   
  The Tarot'
  The Tarot'
  The Tarot'
  The Tarot's Terror
  s Terror
  s Terror
  s Terror    
  CR 5
  CR 5
  CR 5
  CR 5    
  XP 1600 
  CE haunt (one deck of cards) 
  Caster Level 5 
  Notice Perception DC 24 (to notice the cards are 
  heavier than they should be and difficult to shuffle). 
  hp 10; Weaknesses triggered by touch; Trigger 
  touch; Reset 1 hour 
  Effect This deck of tarot cards belonged to a deceitful 
  fortune-teller who followed her readings of doom and 
  despair with promises to prepare spiritual protections 
  for a small fee. Fed by the fears of hundreds of the 
  fortune-teller’s patrons, the cards have absorbed many 
  of the frightful meanings the scheming soothsayer gave 
  to them. Turning over ‘The Fool’ causes all creatures in 
  the room to become confused as the spell confusion (DC 
  16 Will negates). Turning over ‘Judgement’ causes the 
  subject of the reading to be targeted with the spell 
  contagion (DC 16 Fortitude negates). Turning over 
  ‘Death’ causes all creatures in the room to be overcome 
  by a sense of hopelessness as the spell crushing despair 
  (DC 16 Will negates) for 5 minutes. Turning over ‘The 
  Devil’ causes those at the table to distrust each other 
  strongly and perhaps react violently as the spell song of 
  discord (DC 16 Will negates) for 5 rounds. A DC 15 
  Knowledge (arcana) check reveals that these meanings 
  and evil effects are misreadings of the cards.  
  Destruction Wrapping the cards in purple silk 
  destroys the haunt. 
   
  The Tyrant's Toy Puzzle Palace
  The Tyrant's Toy Puzzle Palace
  The Tyrant's Toy Puzzle Palace
  The Tyrant's Toy Puzzle Palace    
  CR 11
  CR 11
  CR 11
  CR 11    
  XP 12800 
  LE haunt (one small puzzle box), persistent 
  
  8 
  Caster Level 11 
  Notice Perception DC 17 (to notice the sound of wind 
  from within the box). 
  hp 49; Weaknesses triggered by touch; Trigger 
  touch; Reset 1 hour 
  Effect A sultan in the Reclaimed Lands of the Many-
  Fabled Empire demanded that a toymaker make a gift 
  for the thirteenth birthday of his oldest son. The 
  toymaker, working tirelessly, produced a puzzle box that 
  with a push or prod releases cabinets that resemble 
  wings of the sultan’s palace. Pulling out drawers reveals 
  balconies, patios, foyers, and allows turrets to pop up, 
  until the box resembles a tiny version of the palace in 
  incredible detail. When the son grew bored of the toy a 
  day later, the sultan had the toymaker beheaded. 
  The toymaker’s wrath manifests as a powerful haunt. 
  When opened, the puzzle box imprisons the creature 
  touching it inside the palace as the spell imprisonment 
  (DC 23 Will negates, see spell description). Unlike the 
  spell imprisonment, however, the creature targeted is 
  not placed in a state of suspended animation. The 
  creature imprisoned in the palace can wander through 
  its empty halls and lonely gardens until freed. This 
  haunt is persistent and can trap a creature forever. 
  Destruction Entering the puzzle palace and hanging a 
  holy symbol to a lawful good deity in the main room 
  frees the captive and destroys the haunt. 
   
  The Wilful Wife's Wardrobe
  The Wilful Wife's Wardrobe
  The Wilful Wife's Wardrobe
  The Wilful Wife's Wardrobe    
  CR 2
  CR 2
  CR 2
  CR 2    
  XP 600 
  NE (5 ft. by 3 ft. wardrobe); persistent 
  Caster Level 2 
  Notice Perception DC 18 (to notice the sound of 
  skittering from within the wardrobe). 
  hp 9; Weaknesses triggered by touch; Trigger touch; 
  Reset 1 week 
  Effect The wife of a vermin-blooded conjurer hid her 
  lover in this wardrobe when her husband returned from 
  an interplanar journey sooner than expected. The 
  suspicious spellcaster cast silence, hold portal, and 
  summon swarm on the wardrobe discreetly and then 
  bedded his faithless wife while her lover fell victim to a 
  thousand crawling creatures. 
  When the cuckolded conjurer’s closet is opened, it 
  reveals a multitude of cobwebs, tattered dresses, and a 
  desiccated corpse clinging to a pair of trousers and a 
  dagger. A swarm of spiders surges out of the corpse’s 
  mouth and immediately attacks. This haunt is 
  persistent. The swarm disappears after 5 rounds, but the 
  corpses and cobwebs are real and remain. 
  Destruction The pocket of the trousers holds a pair of 
  gold earrings the swindling sweetheart stole from the 
  wilful wife. Finding them destroys the haunt. 
   
   
  Temple of the Worm God
  Temple of the Worm God
  Temple of the Worm God
  Temple of the Worm God    
  The farming community of Fallow worshipped the 
  ‘Worm God’ for hundreds of years. The elders of Fallow 
  claim that it was the Worm God that taught their hunter 
  ancestors to till and fertilize the soil. 
   
   
   
  The Wilful Wife's Wardrobe 
   
  In fact, the Worm God is not a deity but the powerful 
  ghost of a blight druid who dwelt in this territory before 
  the land was first cleared for farming. The druid 
  demanded that the settlers of of the region allow him to 
  cull their sickly and weak as nature demanded. When he 
  grew old and too weak to resist, the farmers bound the 
  druid in a cavern beneath the earth, but kept him alive 
  for another decade as they still feared and needed his 
  druidic magic. 
  Since his death hundreds of years ago, the vengeful 
  spirit has continued to demand that the settlers 
  surrender their sick and old to him for judgement. 
  Nothing grows over the cavern and the field it sits in was 
  allowed to lie fallow ever since, giving the nearby town 
  its name. Over time, the people of Fallow forgot their 
  complicity in the origins of the ghost and made a ritual 
  of the sacrifices, building a religion to explain their 
  devotion. 
  When the priests of the greater deities reached Fallow, 
  they proclaimed the Worm God a deceiver and banned 
  his worship. A DC 20 Knowledge (religion) check reveals 
  that the clergy of most organized religions (quite 
  correctly) believed the Worm God to be a ghost around 
  which a minor religion arouse. The entrance to the shaft 
  is now sealed and neglected. 
  The Temple of the Worm God is a deep natural shaft 
  that descends 30 ft. into the earth where it opens up into 
  
  9 
  a large natural chamber with an earthen floor. A rotting 
  ‘throne’ crudely made from thick oak beams sits in the 
  middle of the earthen floor. The skeleton of an early 
  supplicant sits on the throne. On a raised ledge at the 
  back of the cavern is a small altar. 
  Those seeking healing from the Worm God would leave 
  their sacrifices—stripped carcasses, plant matter, and, 
  later, silver or gold—beneath or behind the altar. The 
  sick of the community descended the shaft into the 
  chamber where they could be healed or taken by the 
  Worm God at his discretion. The sickliest were lowered 
  down by their heals and were usually consumed by the 
  hungry deity. 
  The ghost known as the Worm God remains in this 
  temple but, long neglected, is slow to manifest. The 
  presence of the ancient undead and the painful deaths 
  suffered by those sickly few taken by the Worm God 
  encouraged the formation of haunts in this temple. 
   
  The Worm God's Priest
  The Worm God's Priest
  The Worm God's Priest
  The Worm God's Priest    CR 10
  CR 10
  CR 10
  CR 10    
  XP 9600 
  LE haunt (15 ft. by 15 ft. section of the earthen floor 
  around the throne), persistent 
  Caster Level 10 
  Notice Perception DC 12 (to notice the earthen floor 
  beginning to swell beneath the throne). 
  hp 45; Weaknesses tricked by hide from undead; 
  Trigger proximity; Reset 1 minute 
  Effect The skeleton on the rotting oak throne is that of 
  a devotee of the Worm God who descended and was 
  consumed by one of the Worm God’s leech swarms. The 
  violent manner of his death shaped this haunt. When 
  any living creature approaches the throne, the earth 
  begins to swell and churn. A swarm of bloodsucking 
  worms bursts from the floor surging over the skeleton 
  giving it shape and fleshy form. The swarm then surges 
  out attacking anyone in the chamber as the spell swarm 
  skin from the Advanced Player’s Guide (use leech 
  swarm). This spell is persistent and the swarm remains 
  in the chamber until destroyed. 
  Destruction The haunt survives and manifests each 
  minute even if the wooden throne and skeleton are 
  destroyed. Destroying the altar destroys the haunt. 
   
  The Worm God's Altar
  The Worm God's Altar
  The Worm God's Altar
  The Worm God's Altar    CR 11
  CR 11
  CR 11
  CR 11    
  XP 12800 
  LE haunt (15 ft. radius area around the altar), persistent 
  Caster Level 11 
  Notice Perception DC 22 (to notice the earth swelling 
  and shifting around the altar). 
  hp 49; Weaknesses tricked by hide from undead; 
  Trigger proximity; Reset 1 hour 
  Effect The altar of the Worm God—a large stone bowl 
  in which worshippers placed their organic sacrifices—
  sits in a niche at the back of the temple. When 
  approached, living creatures see worms consuming their 
  own flesh and that of their allies and, then, disappearing 
  beneath the surface of the flesh. These disturbing flashes 
  continue until the creatures leave the area around the 
  altar or the haunt is destroyed. An unholy aura 
  manifests centered on the altar protects the Worm God  
   
   
  Worm God’s Altar 
   
  for 11 rounds (DC 22 Fortitude negates strength 
  damage, see spell text). 
  Destruction The haunt continues to manifest even if 
  the Worm God is destroyed. Destroying the sacrificial 
  altar ends the effect. 
   
  The Worm God's Gold
  The Worm God's Gold
  The Worm God's Gold
  The Worm God's Gold    
  CR 10
  CR 10
  CR 10
  CR 10    
  XP 9600 
  LE haunt (one hundred gold pieces)  
  Caster Level 12 
  Notice Perception DC 28 (to notice the coins are 
  slippery to touch). 
  hp 20; Weaknesses triggered by touch; Trigger 
  touch; Reset 1 hour 
  Effect Gold and silver pieces litter the bone-riddled 
  earth beneath the altar. Gold taken from the temple 
  manifests the diseases affecting those who came to the 
  Worm God for healing. The coins infect those who touch 
  them with the disease slimy doom as the spell contagion 
  (DC 22 Fortitude negates). Unlike the spell, however, 
  the onset period does apply, masking the cause of the 
  disease. 
  Destruction The haunt continues to manifest even if 
  the Worm God is destroyed. Destroying the sacrificial 
  altar ends the effect. 
   
  
  10 
  The Worm God 
  The Worm God 
  The Worm God 
  The Worm God     
  CR 10
  CR 10
  CR 10
  CR 10    
  XP 6400 
  Human ghost blight druid 9 
  NE 
  Medium 
  undead 
  (augmented 
  humanoid, 
  incorporeal) 
  Init +6; Senses darkvision 60 ft., Perception +20 
   
  Defense
  Defense
  Defense
  Defense    
  AC 17, touch 16, flat-footed 14 (+2 Dex, +1 dodge, +4 
  deflection) 
  hp 76 (9d8+36) 
  Fort +6, Ref +6, Will +10; +4 vs. fey and plant–
  targeted effects 
  Defensive 
  Abilities 
  channel 
  resistance 
  +4, 
  incorporeal, rejuvenation; Immune undead traits 
   
  Offense
  Offense
  Offense
  Offense    
  Speed fly 35 ft. (perfect) 
  Melee corrupting touch +8 (9d6, Fort. DC 18 half) 
  Special Attacks miasma (DC 18) 
  Spell-Like Abilities (CL 9th): 
  3/day—control undead, entangle, fog cloud, soften 
  earth and stone, summon swarm  
  Druid Spells Prepared (CL 9th; concentration +13) 
  5th—commune with nature 
  4th—giant vermin, flame strike (DC 18) 
  3rd—contagion (DC 17), dominate animal (DC 17), 
  poison (DC 17) 
  2nd—chill metal (DC 16), delay poison, summon swarm 
  (x2), warp wood  (DC 16) 
  1st—cure light wounds (x2), endure elements, entangle 
  (DC 15), summon nature’s ally 
  0 (at will)—— detect poison, purify food and drink, 
  stabilize, resistance 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str —, Dex 15, Con —, Int 12, Wis 18, Cha 18 
  Base Atk +6; CMB +6; CMD 24 
  Feats Dodge, Fleet, Improved Initiative, Persuasive, 
  Self-Sufficient, Vermin Heart 
  Skills Diplomacy +6, Fly +18, Heal +13, Intimidate +14, 
  Knowledge (geography) +9, Knowledge (nature) +9, 
  Perception +20, Profession (gardener) +12, Survival 
  +14, Stealth +13 
  Languages Common, Terran 
  SQ frightener, nature bond (house centipede familiar), 
  nature sense, swarm form, vermin empathy +12 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Corrupting Gaze (Su): The Worm God’s vermin-riddled 
  face is so frightening that those who gaze upon it 
  perceive their own faces as riddled with worms, gnawing 
  them from the inside. Most attempt to tear these vermin 
  from their face with their own fingers. This gaze attack 
  has a range of 30 feet and causes 2d10 damage and 1d4 
  Charisma damage (DC 18 Fortitude save negates 
  Charisma damage but not physical damage). 
   
   
   
  Corrupting Touch (Su): When the Worm God does 
  damage with its incorporeal touch attack, the target sees 
  its flesh squirm and putrefy as dozen of maggots burst 
  from beneath the surface.  
   
  Miasma (Ex): If the Worm God is adjacent to a creature 
  at the beginning of its turn, the creature must succeed at 
  a DC 18 Fortitude save or become sickened for 1 round. 
  A creature of the animal, fey, or plant type that fails its 
  save is nauseated for 1 round and sickened for 1 minute 
  thereafter. If the creature makes its save, it is immune to 
  this effect for 24 hours, as are creatures immune to 
  disease. 
   
  Swarm Form (Su): The Worm God can command any 
  swarm it controls to surge together taking a vaguely 
  humanoid to act temporarily as its corporeal body. The 
  swarm body can stand, sit, and move at a speed of 5 ft. 
  When the Worm God speaks, the swarm form moves as 
  if speaking. If attacked, it is unable to maintain the 
  human shape and becomes a swarm. The swarm body is 
  not convincingly humanoid enough to pass as human 
  unless cloaked or viewed from a great distance. 
   
  Vermin Empathy (Su): The Worm God can improve the 
  attitude of vermin as a druid can with animals. Vermin 
  have a starting attitude of unfriendly. The Worm can 
  also improve the attitude of animals and mindless 
  undead creatures that were formerly animals, but it 
  takes a –4 penalty on the check unless the animal or 
  undead has a disease special attack.  
   
  
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  by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR. 
   
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn. 
   
  #30 Haunts for Objects: copyright 2011, Steven D. Russell: Author T. H. 
  Gulliver
  
      
  He awoke on a cold floor, the taste of cotton in the back of his mouth. His tongue felt heavy, thick; his arms refused to 
  push him up. He floundered for a few minutes there, trying to get his bearings, trying to gain stability, control. He took a 
  breath and was hit with something metallic mixed with the scent of sweat and fear. He opened his eyes, cautiously, and 
  pushed himself up. 
   
  The room was small, bare concrete walls and hard stone floor. That was the first thing he saw; the second was the body. 
  It lay in the center of the room, face-down, sprawled,  a crimson pool congealed around it. The man was dressed in 
  formal attire, though the clothes were shabby and worn. His hair was dark, mussed, matted with blood. 
   
  He pushed himself back, away from the corpse, and looked around the room wildly, alert for danger. That was when he 
  saw the others. Four of them, two men and two women, all around the room. Three were unconscious, prone, as he had 
  been, unceremoniously left on the floor to wake. The Fourth, one of the women, was huddled in the corner, her eyes 
  shut tight, rocking gently and muttering to herself. 
   
  Who were these people? Was one of them the killer? Were they all potential victims? What was this place, and why was 
  he here? 
   
  He searched his memory for the answers, but found nothing. Nothing at all. That struck him as slightly odd at first, but 
  the more he searched the more terrified he became. He did not even know his name. The more he searched, though, the 
  more he became aware that nothing was there. He could remember nothing of his life, nothing of the events that had led 
  him here. 
   
  Something was very wrong.
  Something was very wrong.
  Something was very wrong.
  Something was very wrong. 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rite Publishing/30 Series/30 Haunts for Objects.pdf