Encounter 5.4 - The Mysterious Mine
Tancreedy's story upon returning to Stannilode to sell the claim was that his partner had just "disappeared". After waiting a few weeks for him to return, Tancreedy claimed, he presumed the poor soul dead. Unable to work the mine alone, and heartbroken that his friend and partner had disappeared, he decided to simply sell the claim and give up prospecting. This story is, of course, full of lies.
Owain, who was hoping for a rich strike so that he could give his family back in Laketon all the things he thought they deserved, could not move on after death due to the combination of his rage at the betrayal of his partner and the dismay that his family - already near destititution - would now be worse off without him to provide some support. His spirit still haunts the mine, determined to ensure that nobody can extract a single ingot of tin from it until his murderer is brought to justice and his family properly provided for.
As a Vengeful Spirit, Owain's ghost is bound to the mine, so it cannot track down the murderer. It can, however, prevent anyone from successfully working the mine, and it has been doing so ever since the Mining Cooperative has tried to send miners to the site to get it producing. The mine is now well-known in Stannilode; nobody in their right mind would agree to work it. Of the last group of four to try, only one returned, and he is now believed to be driven mad.
What the Party May Know
Most likely, the party has spoken to Dado Heywood, the halfling agent at the Mining Cooperative office in Stannilode. If so, Dado will have explained about two miners finding the strike, but only one appearing to sell it - with a story about the other having gone off to look for a new strike. Dado will explain that he's tried three times to send people to get the mine working. The first two groups returned with stories about "spooky things" happening. Of the third group of four, only "Crazy Kal", the half-orc, returned - babbling about ghosts and other horrible things that killed his companions.The party may have spoken to Kal as well - he's in the tavern. If so, they'll hear that Kal saw "ghosts and other terrible things that killed his friends", but not much else.
Approaching the Mine
Spending the Night Outside
If the party decides to make camp here for the evening and explore the mine in the morning, let them set watches and do their normal camping routines.The first evening watch will be uneventful.
During the second and fourth watches, the adventurer on guard will suddenly feel an unnaturally chilling "breeze" sweep past them if they are within 100' of the mine entrance. Otherwise, they will hear a faint moaning sound that could be wind in trees - except there's no wind. On a successful Perception(DC16) check, they will also think they see something moving away from them and toward the mineshaft. It is something translucent, pale and partly lit by moonlight. Not quite a wisp of smoke or vapor, but not quite anything else either. It quickly disappears into the mineshaft.
During the third watch, if they are camped within 100' of the mine entrance, the adventurer on guard will hear the sounds of someone, or something, rummaging through their gear. On a successful Perception (DC16) check, they will see one of the packs of their sleeping companions being gently jostled about... flaps will flip open and closed, stuff will seem to fall out - and then fall back in. Nothing will actually be taken, though. If camped beyond 100' of the entrance, treat this watch the same way as watches two and four.
In the morning, a Perception (DC14) success for each party member will tell them that their packs were definitely disturbed during the night, but nothing is missing.
Into the Mine
Let the party decide how they're going to handle light.
Assuming the party continues, the ghost will Lament approximately every fifth round. Only if the party picks up one of the tools in the first chamber with the intent to use it, or if they take any of the chunks of ore out of the sacks piled at the back of the chamber, will the ghost attack.
The Side Chamber
Owain's Burial Chamber
If Owain Attacks...
If the Vengeful Spirit does attack, and was not visible to the players, it gets a free attack against one player before all then roll initiative. It will select a target that has offended it by picking up an ore chunk, or started wielding a mining tool. It will become semi-corporeal - and visible if lighting permits - when it makes this attack. If an adventurer is relying purely on darkvision, they will perceive only a shadowy, wispy target, and will suffer a -1 circumstance penalty on all attacks.Owain's turns will consist of a Frightul Lament, an attack, and a movement as it flies around and through the party, choosing targets randomly. Note that a success against a Frightful Lament will make the person immune, but after a failed save and the effect wearing off, a target is susceptible again. These Laments will accuse the party of being "Thieves... no better than him... come only to take what should have been mine".
Dropping the "offending item" will cause the attacks to break off.
If Owain's ghost drops below 10 hit points, it will use its Telekinetic Attack on the next round. If it drops to 0 hit points, it will rapidly fade and disappear, and the laments will fade away with it. But... an hour later, the Vengeful Spirit will reconsititute in Owain's Burial Chamber, and will return to harangue the party once more - with a fresh load of hit points.
Reasoning with Owain
If the party has not attempted to take anything out of the mine, Owain can be talked to - and even reasoned with. If the party can convince Owain that they will not steal anything, and especially if they agree to see justice done, Owain will stop Lamenting and attacking. He will explain that he will move on to the afterlife only if Tancreedy gets what he deserves, and his family in Laketon is provided for. Only then will mortals be able to work the mine, since as long as he remains here, he will not permit this to happen. "I will know when all is set right. I will be able to rest at last."Final Resolution
It should end up being clear to the party that the only way to rid the mine of Owain's ghost is for them to find Tancreedy and bring him to justice, and then to see that some of the wealth that Tancreedy gained from selling the mine makes its way to Owain's family. Only when these two conditions are met will the Vengeful Spirit of Owain Karolus dissipate for the last time - his soul moving on to the next life. From that point on, the mine will be workable - and it is indeed one of the richest tin strikes that Stannilode has ever seen.Vengeful Spirit Statblock (PF2)
Vengeful Spirits are a variety of Ghost. They are the restless, non-corporeal remains of a mortal (from any of the races of the Folk) who was killed, but whose spirit is incapable of moving on to the afterlife as long as the terrible injustice it suffered goes unpunished. Rarely is the injustice simply the killing; it often has to do with circumstances around the killing, or perhaps circumstances brought about by the killing that affect the spirit's family or loved ones in some way. | |
Perception | +12; Darkvision |
Languages | Common, any other language the Spirit knew in life |
Skills | Intimidation+12, Stealth+14, Lore+14 regarding its demise and the fortunes of any that committed the injustice against it |
STR -5 , DEX +3 , CON +0 , INT +0 , WIS +2 , CHA +2 | |
AC | 22 |
Saving Throws | Fort +10, Ref +13, Will +10 |
HP | 40 - Immunities Death effects, disease, paralyzation, poison, precision, unconscious, negative energy - Resistances Slashing, Piercing, Bludgeoning 5 (10 if nonmagical), All other damage except force, ghost touch, or positive 5 |
Speed | Fly 40ft |
Melee | Ghostly Hand: +15/+11/+7 (agile, finesse, magical) Damage: 2d6+2 negative |
Special Abilities | Frightful Lament: (auditory, divine, emotion, enchantment, fear, mental) The ghost laments its fate, forcing each living creature within 30 feet to attempt a Will save (DC21). On a failure, a creature becomes Frightened 2 (or Frightened 3 on a critical failure). On a success, a creature is temporarily immune to this spirit's Frightful Lament for 1 minute. Telekinetic Attack: (divine, evocation) As the spirit wails in anguish, small objects and dirt within 30' of it rise up and begin to whip around as if in a whirlwind. All targets within the 30' radius of effect must make a Reflex (DC18) save or take 3d6 bludgeoning damage. (1-4 hrs) Rejuvenation: Until the injustice perceived by the Vengeful Spirit is corrected, it will reform somewhere in its bound location within 1 to 4 hours after it is "destroyed". It will be restored with full hit points and abilities. |
Site Bound - A Vengeful Spirit can stray only a short distance from the place it haunts, which is almost always the place where it was first killed. The Spirit is free to move around anywhere within the confines of the building in which it was slain, and beyond it to a limit of 120 feet. On some occasions, the Spirit may be limited to a smaller area such as a single room. If killed outdoors, the Spirit will be limited to a range no more than 120 feet from the point of its demise. |
Vengeful Spirit CR: 4
STR
1 -5
DEX
16 +3
CON
10 +0
INT
10 +0
WIS
14 +2
CHA
14 +2
Rejuvenation: Until the injustice perceived by the Vengeful Spirit is corrected, it will reform somewhere in its bound location within 1 to 4 hours after it is "destroyed". It will be restored with full hit points and abilities.
Actions
Ghostly Hand: +6 (magical) Damage: 2d6+2 negative
Frightful Lament:
As a bonus action, the spirit laments its fate, forcing each living creature within 30 feet to attempt a Wisdom save (DC18). On a failure, a creature becomes Frightened. On a success, a creature is temporarily immune to this spirit's Frightful Lament for 1 minute.
Legendary Actions
Telekinetic Attack: As the spirit wails in anguish, small objects and dirt within 30' of it rise up and begin to whip around as if in a whirlwind. All targets within the 30' radius of effect must make a DEX or Acrobatics (DC16) check or take 3d6 bludgeoning damage.
Suggested Environments
anywhere a mortal may have met its demise
Site Bound: A Vengeful Spirit can stray only a short distance from the place it haunts, which is almost always the place where it was first killed. The Spirit is free to move around anywhere within the confines of the building in which it was slain, and beyond it to a limit of 120 feet. On some occasions, the Spirit may be limited to a smaller area such as a single room. If killed outdoors, the Spirit will be limited to a range no more than 120 feet from the point of its demise.
Comments