Cannibal Fury CR 12
This complex haunt adheres to the following round-by round schedule.
Rounds 1–3: Allow the PCs to each make a DC 25 Perception check. Anyone who succeeds hears a faint knocking coming from the lower portion of the cabin, probably the outer door at area B3, as if some lost traveler were seeking shelter from the storm. PCs in the lower rooms of the cabin or the stair shaft need make only a DC 10 Perception check to hear this knocking. The knocking continues for 3 rounds, during which time PCs might head down to see whom it might be. Attempts to see the ground outside the cabin are fruitless due to the whirling snow flurries, unless the PCs are within 5 feet, and then they still see nothing present that could have caused the knocking.
Round 4: The strange knocking grows silent for 1 round.
Round 5: A loud crack followed by a mighty hammering sound suddenly fills the cabin as its walls begin to shake and groan, almost as if the structure were giving up its purchase on the cliff edge and sliding off. On each PC’s turn, he must make a DC 15 Acrobatics check; failure indicates he cannot move for that round, while failure by 5 or more indicates he falls prone. A character in area B6 at this time falls off the stairs if he falls prone.
Round 6: The hammering continues, but now the faint images of starving dwarven ghosts can be glimpsed out of the corner of the eye. Each character suddenly experiences painful hunger pangs and must make a DC 15 Fortitude save to resist taking 4d6 points of nonlethal damage.
Round 7: Voices can now be heard, in most cases wordless cries of pain, but now and then snatches of sentences like “eating us…” or “don’t let him…” or “so hungry….” The hammering continues, but now the starving ghosts seem to notice the PCs for the first time. Each PC must make a DC 18 Will save—failure indicates that the haunt possesses him as the ghosts themselves seem to flow into the PC’s body.
Round 8–10: For the last 3 rounds of this complex haunt, the shaking and hammering continues. Characters possessed by the haunt do not need to make Acrobatics checks to move and take whatever actions they can to render non-possessed characters unconscious or helpless, using whatever tools they have at their disposal. If a possessed character is adjacent to a helpless, non-possessed character and is not threatened by any other nonpossessed character, he attempts a coup de grace action against the helpless character.
Round 11: With a sudden lurch, the haunting stops. Possessed characters immediately regain control of their faculties. The cabin shows no signs of damage from the violence aside from anything the PCs themselves have done to it. A few rounds later, Silas Vekker finally manifests before the PCs as detailed in the next section.
Pathfinder 6: Spires of Xin-Shalast. Copyright 2008, Paizo Publishing LLC. Author: Greg A. Vaughan