Watching Wall
The final victim of this room, a spy from Irhurma whose intelligence had already brought
Dretha’s activities to the attention of the Founders met his end here. When he put up a fight and Dretha tried to subdue him, she accidentally killed him
instead. The spirit of the paranoid spy lingers on.
Watching Wall
Stealth +12 (expert)
Description An overwhelming feeling of being watched wells up in the minds of those in the room, an instant before an eerie red eye opens in the western wall.
Disable DC 22 Deception (trained) to appear uninteresting to the watching eye (and thus be ignored by it) or DC 22 Religion (trained) to ward against being seen by or affected by the eye
Someone is Watching Trigger A living creature remains in the room for at least 1 round; Effect An overwhelming wave of paranoia fills the room. Each creature in the room must attempt a DC 25 Will save, with the following results. An eerie red eye then opens in the center of the western wall, looking about the room, and the haunt rolls initiative.
- AC 21; Fort +14 , Ref +8 , Will +8
- Hardness 12; HP 50 (BT 25
- Immunities critical hits, object immunities, precision damage;
- Weaknesses positive 5
Critical Success The creature is unaffected.
Success The creature becomes Frightened 1 and feels like someone or something is watching them for as long as they remain frightened.
Failure The creature becomes frightened 2 and treats no one as an ally as long as they remain frightened.
Critical Failure The creature becomes frightened 3 and is Confused as long as they remain frightened.
Routine The eye glances about, and those it can see take mental damage (DC 21 basic Will save) as fears of being watched impart ripples of pain. A creature that takes mental damage from this effect doesn’t reduce its frightened value at the end of its next turn.
Reset
The haunt becomes inert at the end of any round in which there are no frightened creatures it can see. It stays dormant for 1 hour, after which point it resets.
Related Technologies
Rarity
Rare
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