While entirely optional, many PCs would be hard-pressed to leave an obviously haunted house, suffused with the eternal essence of a failed lich, without seeing to it that no one else falls victim to its terrible curse. In the event that one of the PCs wants to deal with the problem, allow any characters trained in Religion to make a DC 12 check. If they succeed, one of them recalls a set of exorcism rites that could expel Vorel's spirit from the manor. If they hit a DC of 19 or higher, they recall a prayer that is particularly effective in turning liches, and can apply it to the following skill challenge for one automatic success.
Skill Challenge: Exorcising Foxglove ManorSetup: Though the immediate threat to Sandpoint has been extinguished, Vorel's spirit is patient and lingering. Whether through chance, curse or destiny, the necromancer's line may suffer still unless that spirit is laid to rest. Properly equipped PCs can attempt to purge the hauntings from the manor, but Vorel is more than capable of fighting back. The party must visit every room in the manor (and its caverns) that contains a haunt. As they move from room to room, incanting the rites of exorcism, the Misgivings turns against them, sabotaging their efforts in myriad ways.
Complexity: 5 (12 successes before 3 failures)
Level: 6 (1,250 xp)
Primary Skills: Arcana, Dungeoneering, Endurance, Heal, History, Insight, Perception, Religion
Arcana (DC 14): Your studies of magical infestations and diseases allows you to construct subtle eldritch wards against Vorel's menace. Gain a success for the skill challenge, and choose either: grant an ally a +5 bonus to the next Religion check made during the skill challenge
or negate the loss of one subsequent healing surge from the ally of your choice to Vorel's Spirit.
Dungeoneering (DC 18): The manor is ancient and Vorel knows its grounds well, but its creaks and groans speak to you, allowing you to shield your friends from the brunt of the next attack. Gain a success for the skill challenge and grant all allies a +2 bonus to all defenses until one of your allies is attacked by Vorel's Spirit. Only up to two successes from this skill can contribute to the skill challenge.
Endurance (DC 11): You strain under the malignant influence of Vorel's will but manage to free your mind of his taint while maintaining your efforts against him, for now. This skill may only be used by a character making an Arcana or Religion check, and negates the subsequent loss of one healing surge to Vorel's Spirit by that character. This does not grant a success for the skill challenge.
Heal (DC 18): Your companions struggle to complete the rites of exorcism, suffering from supernaturally-inflicted wounds, but you are right there to tend to them. Gain a success for the skill challenge and grant one ally a +3 bonus to one defense of your choice until that ally is attacked by Vorel's Spirit.
History (DC 18): The Misgivings has a storied past, but you are a scholar of the truth behind its rumors. Combining this knowledge with that of other infamous hauntings, you counsel your friends on the wisest course of action. Gain a success for the skill challenge
or negate one previous failure. Only up to two successes (or negations of failures) from this skill can contribute to the skill challenge.
Insight (DC 16): Vorel is long dead, but you know enough of his morbid efforts at lichdom to guess at his spirit's intent. Grant each ally a +2 bonus to his or her next skill check. This does not grant a success for the skill challenge.
Perception (DC 18): It seems as though secrets lurk behind every other shadow in the manor, but you spot one before it is able to impede your party's efforts. Vorel's Spirit receives a -3 penalty to its next attack. This does not grant a success for the skill challenge.
Religion (DC 14): Words of prayer, protection and banishment flood your mind as you incant the rites of exorcism. Gain a success for the skill challenge. At least three successes must be achieved with this skill check in order to complete the skill challenge.
Success: As the party returns to Vorel's laboratory and recites the final incantations, the patch of fungus animates and tears free of the wall. The thing howls in a sloshy, barely human voice, then crumbles to dust—the haunt of Foxglove Manor is thusly exorcised, and while the building retains its unwelcoming aura, it is no longer haunted.
Failure: Each time a member of the party fails
any check during the skill challenge (regardless of whether or not that skill can grant a success for the skill challenge), Vorel's spirit notices an opportunity to strike. See the Vorel's Spirit stat block below. The attacks can take any number of forms, depending on the defense Vorel's Spirit targets. You should determine how this plays out based on the room the party is currently in. For instance, an attack targeting Reflex that takes place in the library could involve scores of heavy tomes flung at the PCs from the bookshelves.
If the party accumulates three failures, the madness of the Misgivings drives the party off the Foxglove grounds as Vorel's cackling echoes at them from the manor. All participants in the skill challenge receive a -2 penalty to saving throws and cannot attempt the rites of exorcism again until they have reached two milestones.
Stat block(s):