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The Knight Who Will Not Rise - AI-generated fantasy Hazard

The Knight Who Will Not Rise

The corpse of one of Sir Wilhelm's knights is caught between death and undeath. Necromantic void energy tries to remake the body, while the knight's ghost fights it in agony. When living creatures approach, the corruption lashes outward, and the trapped spirit's scream fills the air. This is a simple haunt, not a willing undead creature.

Simple · Haunting · Level 14

The Knight Who Will Not Rise

The corpse of one of Sir Wilhelm's knights is caught between death and undeath.
Spot
32
Disable
34
AC
34

At a glance

Level
14
Simple
Spot DC
32

Defences

AC
34
Fort
+26
Ref
+20
Will
+26
HP
56
BT
28

Disable A creature adjacent to the corpse can spend 3 actions and attempt a DC 34 Religion or…

Initiative The haunt acts when triggered

The hazard

The corpse of one of Sir Wilhelm's knights is caught between death and undeath. Necromantic void energy tries to remake the body, while the knight's ghost fights it in agony. When living creatures approach, the corruption lashes outward, and the trapped spirit's scream fills the air. This is a simple haunt, not a willing undead creature.

  • Haunt
  • Magical
  • Necromancy
Stealth
(trained), to notice the haunt's signs before entering its trigger area
Trigger
A living creature enters the 15-foot emanation around the corpse.
Disable
A creature adjacent to the corpse can spend 3 actions and attempt a Religion or Occultism check. On a success, the spirit is calmed and the haunt is disabled. On a critical success, the knight's ghost also shares a brief warning or useful memory. Casting gentle repose on the corpse disables the haunt automatically. Destroying the manifestation only suppresses it temporarily and does not free the spirit.
Initiative
The haunt acts when triggered.
Reset
The haunt is permanently disabled if the spirit is laid to rest or gentle repose is cast on the corpse. If its manifestation is destroyed by damage, it reforms after 1 hour unless the corpse is removed from the area or the spirit is calmed.

Damage

Immunities

critical hits, object immunities, precision damage

Resistances

physical 10, except magical

Weaknesses

vitality 10

Effects

1
  • The Knight's Agony

    DC 34

    The corpse vents a 15-foot emanation of void energy. Each creature in the area attempts a basic Fortitude save. The haunt deals void damage. On a critical failure, the creature is also sickened 1. The ghost's scream can be heard clearly within 60 feet, but it deals no additional damage.

Special rules

Manifestation, Not the Knight.The haunt is an incorporeal manifestation anchored to the corpse. It can be damaged by vitality damage, but mundane physical attacks cannot damage it. If reduced to 0 HP, its manifestation dissipates for 1 hour; this does not lay the knight's spirit to rest.

A Voice Beneath the Scream.The ghost's cries are pained and incoherent during the hazard's effect. A creature that succeeds at the disable check can understand its last warning or memory if it takes a moment to listen.

Spotting it

Discovery

A creature that succeeds at a Perception check notices the corpse's shadow moving against the light, or hears a scream beneath the wind before approaching.

Perception

+26

Stop it

Signs of dangerThe corpse's shadow twists and struggles independently of the body. · A distant scream can be heard even when the area is otherwise silent. · Black-violet light pulses through gaps in the knight's armor. · Nearby holy symbols grow cold, and fresh grave soil or dust stirs toward the corpse.

Countermeasures

In short

Master Religion or Master Occultism can lay the spirit to rest; gentle repose cast on the corpse also disables the haunt.

Its story

What it looks like

A Lastwall knight lies twisted in rusted plate, one gauntlet still closed around a cracked holy symbol.

Why it is here

The corruption attempts to turn a fallen defender of Lastwall into undead, while the knight's spirit struggles to deny it.

Who made it

The necromancers who slew the knight created the corruption, but the haunt itself is the consequence of the knight's resistance and unfinished duty.

Lore

The knights of Lastwall are sworn to oppose the forces of undeath.

Where it is found

A battlefield, ruined chapel, mass grave, or any place where the knight's corpse has been left to the necromantic corruption.

Variants

The corpse may be entombed beneath a shattered Lastwall banner, causing the void pulse to pass through thin walls.
A knight who died protecting civilians may direct the haunt's pulse only at creatures carrying visible necromantic symbols or wielding undead minions.
The corruption may have partially animated the armor, making the corpse drag itself a few feet toward the nearest living creature after the pulse.

Plot hooks

The knight's ghost remembers the necromancers' route or the location of a hidden reliquary, but can only communicate after the haunt is calmed.
The corpse bears a signet or order token that can identify the knight and reconnect the party with surviving members of Sir Wilhelm's company.
A necromancer seeks to recover the corpse because its resistance makes it a valuable test subject.
The knight's final memory reveals that other fallen companions lie nearby, each at risk of becoming a haunt or undead.

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