When the party asks about rooms, the innkeeper gives their normal rates of 2 SP per room, but mentions that there is one particular room that guests can stay in for free. The reason? The room is said to be haunted, with guests reporting hearing strange whispers and feeling drafts that seem to come from nowhere. One guest even reported finding ectoplasm on the walls not too long ago. In addition to the strange phenomena observed in the room, it seems that anyone who stays in the room is stricken by misfortune; in the last year alone, two of the guests who stayed there fell ill and died, and a third was cut down by highwaymen. Regulars of the inn are also familiar with the rumors, and may have their own stories to tell, but none of them have ever stayed in the room - they wouldn't dare risk it.
Still, it's a free room, and it may well be something worth investigating. In my experience, dangling the prospect of a haunting in front of the PCs will encourage them to look deeper into it far more often than it will scare them away. If the PCs ask for the room, the innkeeper will allow them to have it for free, but not without attempting to talk them out of it.
The haunted room has two beds and meager amenities, with little more than a wardrobe for storing clothes, an end table with a lantern on it, and a rug strewn over the floor. Compared to other rooms in the inn, the haunted room is clearly unkempt - the sheets are askew, and there is dust built up on the furniture. The staff are wary of the haunting and avoid the room whenever possible.
The room is indeed haunted by the ghost of a tax collector named Uther von Gerholdt, who stopped at the inn some thirty years ago. The innkeeper, Holger Kunze, is a stingy, paranoid man who knew Uther's reputation as a shrewd professional who always collected his share, no matter how his clients attempted to get out of paying. Unwilling to part with his money, and feeling squeezed by the local nobles, Holger gave Uther a tankard of ale drugged with a powerful sedative, and, when he grew drowsy, offered him a bed at the inn so he could sleep off his stupor for the night. When Uther fell asleep, Holger stabbed him to death and buried his body under the cellar.
However, since Uther was fast asleep when he died, he doesn't actually realize that he's dead, or that years have passed since his murder. He believes it to still be the night that he visited the inn - and thus, he views guests as trying to barge in and invade his privacy. His anger subconsciously manifests as the effects observed in the room, trying to drive "intruders" out.
Uther's ghost cannot be seen or heard directly by those staying in the inn. However, using a see invisibility spell will detect the flickering figure of a man in fine clothes lurching about the room. One can perform a seance using a contact other plane spell, a spirit board, or other means to communicate with the ghost. Uther will tell them of the events leading up to his death, but admits his memory is hazy due to being so drunk.
PCs who spend the night in the room are able to gain the benefits of a short rest, but they hear shuffling, whispering, and moaning through the night, preventing them from getting the full benefits of a long rest. Additionally, the DM should have some form of misfortune befall any PCs that spent the night in the haunted room. This is up to their discretion, but it should target those PCs specifically - a powerful enemy might take a special interest in them, or they may be stricken with a mysterious illness with no apparent cause. Once this event occurs, they are no longer haunted and no longer suffer misfortune.
Holger suspects that the rumors of the ghost is related to the murder he committed years ago, but will adamantly deny any involvement and takes great pains to cover his tracks. In fact, he's deliberately played up the rumors of the haunting, making sure to tell any guests the story to try and scare them away from staying in that room just in case Uther gives them any clues. If the PCs are able to discover the truth, however, they may seek proof.
Holger keeps the basement of the inn locked at all times with a key he wears around his neck; it is a DC 15 check with thieves' tools to pick this lock. The basement has a rammed earth floor; if the PCs spend an hour digging in the basement, they will unearth Uther's skeleton, still wearing the signet ring of a tax collector in service to the local nobility. This task can be divided among multiple PCs - two characters digging will unearth the skeleton in 30 minutes, three will unearth it in 20 minutes, and so on.
If presented with the body, Holger will have no choice but to confess to his crimes, and will be hanged by the local guard. It is up to the DM what happens to the inn now that it has no owner. If the party needs a base of operations, this could be an opportunity to give them one.
With his killer brought to justice, Uther will move on to the Land of the Dead. He appears before the party one last time to apologize for any trouble he caused and to thank them for their aid before leaving them his signet ring. It can be sold for 50 GP, and could be used to forge official documents. Additionally, due to the residual ghostly energies permeating the ring, characters wearing it will automatically succeed on their next death save, but the ring breaks afterward and can no longer be used. Staying in the room from then on no longer carries any ill effects.

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