“Noisy ghosts” auf
Deutsch, poltergeists are the spirits of those who died in great agitation
and/or with things left undone, or whose graves have since been
desecrated. As the Bestiary 2 makes plain, their trauma
turns them evil, and they take their pain out on the living by hurling objects
telekinetically and frightening those they encounter.
I like the poltergeist a lot. It’s a nice low-level undead threat, but since it requires
PCs to use their detective skills (and compassion) as much their brawn, it’s a
deeply satisfying role-playing spur.
Sure, you can have a poltergeist attack just be a random encounter at a
crossroads—they’ll never know it comes back in 2d4 days. But how much better to have to lay to
rest a poltergeist in a castle, museum, college, guildhall, or some other
site! It’s a chance to get PCs out
of the dungeon and into the town, interacting with NPCs they might never meet
otherwise—all showcasing a range of reactions against the
terror/threat/nuisance of the ghost.
(Plus, you can enjoy the frustration on your players’ faces when their
patron complains they didn’t finish the job the first time: “You mean we have
to go back?”)
Also, historically poltergeists have been tied to sites of
teenage strife. There’s a world of
squires, apprentices, trade schools, seminaries, and colleges (magical or
otherwise) waiting to be explored.
A hazing ritual turned murderous, a master whose beatings go too far, a
lovelorn suicide, a hidden pregnancy birthed and then discarded… Take the worst teen crisis you’ve ever
heard of, put it in a medieval context, and you have a reason for a poltergeist
to manifest. It could even
be one of the PC’s own crimes come back to haunt her…
If you’re a GM into customization, the poltergeist practically
begs to be tinkered with, since its
telekinesis is tied to its Hit Dice.
Bump up that number and add some more special abilities (perhaps cold
damage or an unholy aura, for instance) and you have a unique undead encounter
that’s useful long beyond CR 2.
One final thought: In “basic” D&D (courtesy of the Companion Set, I believe), the poltergeist
was a way nastier threat—one that, if perceived through …hmm, I can’t recall if
it was through its invisibility or
when glimpsed on the Ethereal Plane…was revealed as a many-limbed/tentacled
horror.
There’s something really interesting about spirits having a
different manifestation depending on the plane/dimension—that what we see in
the Material Plane is just an aspect of a being’s whole. It’s something to think about for
many incorporeal or semi-corporeal undead—allips, bodaks, poltergeists,
spectres, and wraiths in particular—particularly if you have a campaign that
bounces back and forth into the Ethereal (Limbo/the Spirit World/etc.) often. (See “The Voyage of the Princess Ark” in Dragon Magazine #190 for more on that as well, with poltergeists as
servants of the Minion of Chaos. A
quick Google will find you a copy…)
I didn’t work that thread into the adventure seeds below, but you might…
A wizard’s college is
plagued by a poltergeist—the soul of a student murdered by his classmates
in a grisly prank. The poltergeist
has lingered so long because the guilty students have sworn blood oaths to
preserve the secret, and the proud headmaster refuses to consult any clerical
help, having run the last monsignor out of town.
An avowed racial
separatist, fencing instructor Marcus Lido makes sure each of his
half-blooded students meets with some terrible accident. As yet no one has identified the
pattern—if anything, the diverse (if often scarred) faces in each graduating
class attest to his training academy’s open admissions policy. But now a slain half-elf hurls blades
in the same studio where he fell.
To lay the poltergeist to rest, adventurers must not only find and
properly prepare the half-elf’s body, but also reveal Marcus’s secret—that the
elfin, rapier-quick man’s was born to a half-orc mother.
A fight against a
poltergeist turns deadly inside a gigantic windmill. The Advanced poltergeist is particularly
adept at not just hurling objects, but also manipulating the mill’s many gears
and levers by its mere presence.
While the poltergeist alone may not be able to kill meddlesome
adventurers, it can ensure they are crushed between the runner stone and the
bedstone…or pushed off the tower in full metal armor…
—Pathfinder Bestiary 2
211
The Bestiary 2’s
poltergeist illustration by Branko Bistrovic is nicely creepy.
Looking for the poison frog? We covered it more than a year ago.
And thanks to work/life obligations I’ve been posting just
minutes before midnight all this week…so in case you missed them don’t forget
to check out the plasma ooze and pleroma.
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