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Nerdarchy > Dungeons & Dragons  > Out of the Box D&D Encounters  > Out of the Box D&D Encounters, Series 2, #26 – “Resident Echo”
necromancy Speak with Dead

Out of the Box D&D Encounters, Series 2, #26 – “Resident Echo”

Out of the Box D&D Encounters, Series 2, #25 - "The Nursery"
Out of the Box D&D Encounters, Series 2, #27 - "Water Slide"

Out of the Box introduction

It is rare for a group of players to really hook into a world’s lore or history. That history is actually more than the great tales of kings and dragons. History is more of a collected recording of the lives of many people, great and small, poor and rich. In this historical context, lore is revealed through the lens of the people living through these times.

To accomplish this, we’ll insert a ghostly “fetter”. This fetter is an object tied the spirit of someone long dead to this world, trapping them here to play out emotionally charged scenes over and over again like a tragic movie. That object can be a stone from an ancient location, a personal trinket, or other physical object present at the time of death or even used in that moment. This fetter will act like a spiritual landmine in this encounter.
Out of the Box D&D ghostLiving and sentient creatures passing too close risk the fetter unlocking the ghost trapped within, who will seek to possess one of the creatures present. The purpose of this act will be to re-enact this important scene they are compelled to perform, in hopes some future action by the living will free them from their bonds and allow them to pass on. In this particular encounter, two nearby fetters will hopefully be triggered. The hope is two player characters becoming possessed and ceasing whatever they were doing to re-enact this important and tragic scene.
The scene will play out unless the other PCs interfere, which may well occur. Allowing the scene to play out unlocks the story or clue. And that’s the trick.
This does rely on two PCs failing their Charisma saving throws. It would best serve the Dungeon Master to target the two least charismatic PCs, but it is also valid to randomly determine the targets of this possession
Either way, this encounter only works if two are simultaneously targeted and fail their rolls. That may seem unfair to some, but the intent is not to do harm to the targeted PCs. It temporarily removes player agency, so tread carefully. This can be seen as heavy handed, so the narrative moment provided here should be something special. Whereas it will certainly shake up an existing encounter, it may also shake up expectations.
If you do choose to use an encounter like this, you can script or narrate it as fits your campaign, or use the script provided below.

Environment

Wilderness/Ruins

Level

4-6

Description

Darkness begins to fall over the horizon. Reds fade to purples, with darkness creeping in even more. Ahead, upon a low hill and among a small copse of trees, lay scattered ruins of a former small structure. It is now fully collapsed and reclaimed by nature. A single low wall, the remains of a chimney, and scattered rubble are overgrown with small shrubbery and a single tall maple tree – the tree’s canopy now serving as the new “roof” for this long forgotten structure, despite the lack of walls and overall shelter.
For those who wish to explore or examine this structure, the following could be employed:
  • Success on a DC 10 Wisdom (Perception) check of the structure will spot no other occupants in immediate view. It would also describe the structure as above, as well as no signs of smoke or other movement.
  • Those succeeding on a DC 12 Intelligence (Investigation) or Wisdom (Survival) check will determine the location has not been occupied for a long period of time, but has been the site of past camps, which took advantage of this convenient location. There might even be an overgrown but shallow fire pit, surrounded by stones. Common weeds have begun the sprout in the ash and charcoal of the last fire pit, and it’s small surrounding stones show old signs of soot and heat.
  • A successful DC 15 Intelligence (History) check will reveal this style and layout of farm house was popular as long as 200 years ago, but a drought forced many people to leave or starve. This home was likely abandoned and either fell to ruin from a catastrophe, or was more likely scavenged for building stones for other homes.
  • Success on an very easy DC 5 Intelligence (Nature) will easily determine the maple which dominates this home now is likely at least 75 years old. It may be as old as 100 years old. This establishes fully that this home has been long gone.

Should the PCs desire to make a home here for the night, the DM should describe this environment in their best calm and dismissive manner. There should be no hint anything could or should go wrong, aside from the obvious expectation of wandering monsters. The PCs will likely wish to set up watches, along with all other activities PCs can attempt during a formal long rest. Allow them to get this underway.

It is up to the DM when to set off this encounter. A great time would be when two PCs are either together on watch, or if they do single watches, when two PCs are exchanging the duty. It is best to do this when it is the very middle of the night – the graveyard shift, if you will. If the DM is lucky, these two characters will have low Charisma saving throws as to allow for this scene to play out. If not, perhaps start this with the two ghosts (as per Monster Manual, page 147), as per the scene below.

One figure, tall and male human, will fade into existence (”Harris”). He glows with a soft blue, and looks to be garbed in peasant’s garb. A successful DC 15 Intelligence (History) check indicates these fashions are from 200 years ago. He will fade into existence from one end of the structure.

Another figure, female and prone (on her back), hovers over the ground at a height of about one foot, and she appears at the opposite end of the structure (”Brenda”). She glows with a slight red light. She appears to be in some form of night dress or similar garb, and her figure would indicate she is in late term pregnancy. She props herself up partially upon her elbows, and looks to be in distress. When she does so, her long locks that have been tied up fall loose, exposing small horns on her forehead. She extends an arm toward the male figure across the way, and he rushes to her. Both ignore the PCs and do not acknowledge them. They will not use their Horrifying Visage or Withering Touch at this time.

When he reaches her, they begin to speak to each other.

Harris: “What is it, darling?”
Brenda: “Something’s wrong. Something’s not right.”
Harris: “I’ll get help. Someone has to help. Hold on, my love.” (he turns and runs where a door used to be, fading away)
Brenda: “No one will come Harry. No one ever does.” (she begins to cry, then fades away)
necromancy Speak with Dead

A ghost as seen in the fifth edition Dungeons & Dragons Monster Manual. [Image courtesy Wizards of the Coast]

The sound of a woman’s cry of despair is heard. It is very loud. Allow it to awake any sleeping PC without a check. When the cry occurs, the maple leaves will tremble, and the fire in the fire pit, if any, will change to purple and blaze bright and furious for a moment. Once that happens, the fire, if any, will settle down, and things will appear to return to normal.
If one or more PCs move to where the female ghost was laying, allow them to make either a Wisdom (Perception) check, or an Intelligence (Investigation) check. A success on a DC 12 check will mean one or more characters will spot something in the grass they had not seen before – a wooden button. Whoever touches the button will trigger the “fetter”, and Brenda will attempt to possess that character.
If one or more PCs investigate the area where the male figure left, a similar set of successful checks will reveal the remains of a clay pipe in the grass. The first person to touch this “fetter” will be the target of an attempted possession by Harris.
If only one person is successfully possessed, then the ghost counterpart will show up to interact with their opposite. If both fetters are triggered, then those PCs will take on the voice and actions of Harris and Brenda. If neither PC is possessed, then the ghosts will both fade away again until the next night, or until someone else touches either fetter. If the PCs keep the fetters, they will be the target of possession again the next night, even if not at this site.
Neither fetter can be destroyed by normal means. Radiant damage will destroy either one, as will immersing them in holy water. They are immune to all other damage sources.
If a PC is possessed, depending on who possesses them, they will play out the scene as above again, but instead of finishing it as above, they will move to the fire pit and kneel before it and weep. They will look into the fire and beg for their baby back.
If the ghosts are attacked by the PCs, they will fade into the ethereal as their action unless otherwise restrained by magical means. If cornered in this way, whatever that is, they will defend themselves. If communicated with while they are possessing a PC, they will tell those who will listen part of their tale.
They were in love, even when it was dangerous for those who were “devil touched” to be seen openly. They were ostracized by the surrounding farms. When the droughts came, they were blamed. When their crops burned, some cheered. They had little, and nowhere to go. So when their baby was stillborn, they had no reason to stay, and died from regret and broken hearts.
Once one or both get to tell their tale, their targets will be released, unless the ghosts were forced out prematurely by an effect like the dispel evil and good spell (Player’s Handbook, page 233-234).
Out of the Box D&D

Who doesn’t want tips and advice from an insane beholder crime lord?

What the players do not know is the bones of their child were buried under where the fire pit now exists. It is a shallow and simple grave. Should the PCs take the time to dig into the ground by whatever means to a depth of two feet, they will find a rotted cloth bundle filled with tiny and brittle bones. The skull will have tiny horn protrusions upon it’s upper forehead.

If they give these remains a proper burial on hallowed ground or one involving a formal burial ritual (DM’s discretion), the ghosts will appear at the site of this burial (wherever it is) as a mourning couple. They will appear and fade quickly. [NERDITOR’S NOTE: Perhaps a fun opportunity to cast the new ceremony spell in Xanathar’s Guide to Everything?]
All characters who participated in the recovery of and ritual burial of these remains will have the effect of a bless spell (Players Handbook, page 219) for a full 24 hours, without the restrictions of concentration.

Monsters

“Harris” and “Brenda” – Ghosts(2)  (as per Monster Manual, page 147, except as noted above)

Treasure

Possible bless spell for 24 hrs. (except for duration, as per Player’s Handbook, page 219)

Complications

Complications occur only when the characters react aggressively toward the ghosts. Should the ghosts have to defend themselves, there could be multiple complications. The Horrifying Visage ability alone could end the life of any goblin, kenku, half-orc, or other short-lived PC race. Otherwise, the biggest complication is missing out or avoiding the site altogether.
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Mike Gould

I fell into gaming in the oddest of ways. Coming out of a bad divorce, my mom tried a lot of different things to keep my brother and I busy and out of trouble. It didn't always work. One thing that I didn't really want to do, but did because my mom asked, was enroll in Venturers. As an older Scout-type movement, I wasn't really really for the whole camping-out thing. Canoe trips and clean language were not my forte. Drag racing, BMX and foul language were. What surprised me though was one change of pace our Scout leader tried. He DMed a game of the original D&D that came out after Chainmail (and even preceedd the Red Box). All the weapons just did 1d6 damage, and the three main demi-humans (Elf, Dwarf and Halfling) were not only races, but classes. There were three alignments (Lawful, Neutral and Chaotic). It was very basic. I played all the way through high school and met a lot of new people through gaming. My expected awkwardness around the opposite sex disappeared when I had one game that was seven girls playing. They, too, never thought that they would do this, and it was a great experiement. But it got me hooked. I loved gaming, and my passion for it became infectious. Despite hanging with a very rough crowd who typically spent Fridays scoring drugs, getting into fights, and whatnot, I got them all equally hooked on my polyhedral addiction. I DMed guys around my table that had been involved in the fast-living/die young street culture of the 80s, yet they took to D&D like it was second nature. They still talk to me about those days, even when one wore a rival patch on his back to the one I was wearing. We just talked D&D. It was our language. Dungeons and Dragons opened up a whole new world too. I met lots off oddballs along with some great people. I played games like Star Frontiers, Gamma World, Car Wars, Battletech, lots of GURPS products, Cyberpunk, Shadowrun, Twilight 2000, Rolemaster, Champions, Marvel Superheroes, Earth Dawn...the list goes on. There was even a time while I was risiding with a patch on my back and I would show up for Mechwarrior (the clix kind) tournaments. I was the odd man out there. Gaming lead to me attending a D&D tournament at a local convention, which lead to being introduced to my paintball team, called Black Company (named after the book), which lead to meeting my wife. She was the sister of my 2iC (Second in Command), and I fell in love at first sight. Gaming lead to me meeting my best friend, who was my best man at my wedding and is the godfather of my youngest daughter. Life being what it is, there was some drama with my paintball team/D&D group, and we parted ways for a number of years. In that time I tried out two LARP systems, which taught me a lot about public speaking, improvisation, and confidence. There was a silver lining. I didn't play D&D again for a very long time, though. Then 5E came out. I discovered the Adventurer's League, and made a whole new group of friends. I discovered Acquisitions Incorporated, Dwarven Tavern, and Nerdarchy. I was hooked again. And now my daughter is playing. I introduced her to 5E and my style of DMing, and we talk in "gamer speak" a lot to each other (much to the shagrin of my wife/her mother...who still doesn't "get it"). It's my hope that one day she'll be behind the screen DMing her kids through an amazing adventure. Time will tell.

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