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Join Us ForeverHazard 8

Unique Complex Haunt 
Source The Cellars pg. 89
Complexity Complex
Stealth +18 (expert)
Description The skeletal remains in the cells clatter up to their feet and reach out toward visitors as they call out, inviting them to embrace the addiction of imprisonment.
Disable DC 26 Deception (trained) to trick one of the skeletons into thinking they’re free, or DC 23 Religion (expert) to exorcise a haunted skeleton; each success disables one of the four haunted skeletons.
Skeleton AC 27; Fort +13, Ref +19
Skeleton Hardness 15, HP 66 (BT 33); Immunities critical hits, object immunities, precision damage, Weaknesses bludgeoning 5, vitality 5
We’ve Been Here Forever [reaction] (divine, emotion, fear, incapacitation, mental) Trigger A living creature ends their turn inside of area C37; Effect The skeletons rise up in a horrifying clatter. All living creatures in area C37 must attempt a DC 26 Will save to avoid becoming paralyzed for 1 round (or 1 minute on a critical failure, with a new save at the end of their turn to recover). The haunt then rolls initiative.
Routine (4 actions) Each of the four skeletons targets a living creature in area C37, reaches their arms out toward the target, and in a mournful yet strangely compelling voice invites the target to join them in imprisonment forever, promising blissful enlightenment in return for an eternity spent behind bars. The skeletons attempt to target a different living creature, but if there are more skeletons than targets, they randomly target identical creatures. Targeted creatures must attempt a DC 26 Will save, with a cumulative status penalty of –1 for each additional skeleton targeting them (to a maximum penalty of –3 if all four skeletons target a single creature), and the following results. This is an incapacitation and mental effect.
Critical Success The creature is unaffected.
Success The creature is tempted to remain in the room, takes 2d6 mental damage, and becomes slowed 1 until the end of its next turn.
Failure The creature is compelled to remain in the room, takes 5d6 mental damage, and becomes paralyzed until the end of its next turn.
Critical Failure The creature is compelled to remain in the room, takes 10d6 mental damage, becomes stupefied 1 with an unlimited duration, and becomes paralyzed until the end of its next turn.
Reset The haunt deactivates at the end of any round in which there are no living creatures in the room. It then resets 1 minute later.

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