The Ghosts of Aniel
The Ghosts of Aniel
of Aniel world, but a few weeks ago all contact with Aniel stopped. None
of the elves were seen in the communities surrounding the
forest, and no one heard anything from them. The group sent to
investigate returned with tales of finding Aniel abandoned but
also of strange and terrible things happening there; whispering
voices, moaning sounds, objects moving of their own accord. It
seems clear that Aniel is haunted.
Although the locals fear to return to the haunted village, they
feel something must be done. If the elven hamlet is haunted,
the ghosts there must be laid to rest, and the mystery behind
the town’s demise must be solved. Whatever fate befell the town
might affect other settlements, so a new party must investigate.
The characters discover the hamlet is abandoned and
CREDITS haunted, although not necessarily in the way some think.
Design: Stephen Kenson There is actually only one ghost in Aniel, the spirit of a venge-
Editing: Jesse Decker ful elf. The other inhabitants of Aniel are victims of this
ghost, who used magic to transport them to the ethereal
Web Production: Sue Cook
plane, trapping them there until they are rescued. The charac-
Web Development Mark A. Jindra ters must find a way to overcome the ghost and his minions
Graphic Design: Sean Glenn, Cynthia Fliege and return the people of Aniel to the material world.
Based on the original DUNGEONS & DRAGONS game by E. Gary Gygax ADVENTURE HOOKS
and Dave Arneson. , and the new D UNGEONS & D RAGONS game The characters can become involved in this adventure in a
designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard number of ways. The simplest is for them to receive a request
Baker, and Peter Adkison. for aid from the people living in the area around the Celadon
Forest. They might be passing through and hear stories about
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned the haunted elven settlement of Aniel and realize that the sur-
by Wizards of the Coast, Inc. All Wizards characters, character names, and the distinc- rounding areas might also be in danger. If the group has
tive likenesses thereof are trademarks owned by Wizards of the Coast, Inc.
adventured in the area before, the local folk ask them to go to
This material is protected under the copyright laws of the United States of America.
Any reproduction or unauthorized use of the material or artwork contained herein is Aniel and find out what’s happening.
prohibited without the express written permission of Wizards of the Coast, Inc.
Characters might be traveling through the forest headed
This product is a work of fiction. Any similarity to actual people, organizations,
places, or events is purely coincidental. elsewhere and stumble upon Aniel. The abandoned hamlet
©2001 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A. offers a mystery that some adventurers will be eager to solve.
1
An elf or half-elf player character might know of Aniel or Aniel (hamlet): Conventional; AL CG; 100 gp limit; Assets
even have friends or family there. The group might be in the 750 gp; Population 146 (146 elves, 4 half-elves).
area planning a visit, only to discover that something terrible
Authority Figure: Tarien, male elf Rgr3 (formerly Revan, male
has befallen the village. Other characters might have friends
elf Wiz6)
living in Aniel who are now among the missing.
Others: Brd1 (2), Clr1 (2), Ftr2 (2), Rog1 (1), Sor1 (2), Wiz2
BACKGROUND (1), Wiz1 (2), Adp 2 (1), Adp1 (2), Exp4 (1), Exp2 (2), Exp1 (4),
Com6 (1), Com3 (10), Com1 (110), War3 (1), War1 (2).
The village of Aniel was home to an elf named Navae, a stu-
dent of the arcane arts. Navae was fascinated by a magical Notes: Aniel is a small elven community in the depths of the
gemstone called the galadiir, owned by Revan, Aniel’s greatest forest. The homes are built on the ground or in the tree
wizard and Navae’s teacher. Navae’s fascination with the gem’s branches to blend harmoniously with the environment.
secrets became an obsession when he discovered that the gal- There are thirty homes in Aniel, scattered around an area of
adiir was won in a battle with the Drow long ago. Navae ten large trees. many of the highest level characters in Aniel
nursed an unhealthy interest in the dark elves from the time have recently died because of Navae.
he first heard stories about them as a child. He longed to pos-
sess the galadiir and unlock its secrets, but his teacher Revan Wilderness Encounters
told him it was not something to be toyed with, and Characters may encounter dangerous creatures while travel-
instructed him to leave it alone. ing through the forest to Aniel. The Celadon Forest is filled
with wildlife, although elven hunters normally keep danger-
In secret, Navae sought out forbidden lore and became cor-
ous creatures away from the trails. It takes the characters
rupted. He came to worship the spider-goddess Lolth, and she
eight hours to reach Aniel from the outskirts of the forest,
granted him powerful allies, phase spiders he could command.
and there is a 1-in-10 chance of an encounter each hour they
He dreamed of when he would be a great and powerful wizard,
travel through the woods. If an encounter is indicated, roll on
ruling over others. He decided that the key to his power was to
the Celadon Forest Encounters Table to determine what the
possess the galadiir, so one night he crept into Revan’s home to
characters run into.
steal it. Unfortunately for Navae, a hunter named Tarien
noticed his suspicious behavior and followed him. Tarien
Celadon Forest Encounters
called out as Navae laid hands on the galadiir, waking Revan. 1d10 Encounter No. Encountered CR EL
In the struggle, Revan was bitten by a phase spider and fatally 1 Dire boar 1 4 4
poisoned, but Tarien struck Navae a fatal blow. 2 Ettercap 2 4 5
3 Harpy 2 4 5
Clutching the magical gemstone in his fist, Navae cursed 4 Owlbear 2 4 5
Tarien. “I may be dragged into death,” he said, “but where I go, 5 Dire lion 1 5 5
you will all soon join me.” The galadiir flared with power, and 6 Worgs 8 2 5
Navae died. Tarien went to Revan’s aid, but he was too late to 7 Manticore 1 5 5
save Revan’s life. His people buried Revan with honor, while 8 Troll 1 5 5
9 Shadow Mastiff 1 5 5
Navae’s body was cremated and the ashes scattered.
10 Ethereal Elf* 1 2 2
Three days later, the people of Aniel awoke to find that the * This encounter indicates that one of the inhabitants of
world had become gray and lifeless, and they were unable to Aniel finds the characters in the forest and follows them,
touch anything. They found themselves trapped on the ethe- trying to contact them and ask for their help. If the characters
real plane, unable to touch or communicate with the physical are able to detect the ethereal elf in some way, see The Elves
world. Navae returned as a ghost, using his powers and his of Aniel encounter (below) for guidelines about what they
spider minions to terrorize the people of the village, who can learn about the current situation.
were unable to call for help. They tried when visitors first
came to Aniel, but Navae frightened them away. They Encounters in Aniel
mounted an attack against the ghost, but everyone in the There are four encounters in the hamlet of Aniel, described
attacking party died except for Tarien, who was badly below.
wounded. Tarien managed to kill Navae yet again, but the
ghost simply reappeared a few days later, as powerful as ever.
Now the only hope for the people of Aniel is that someone The Elves of Aniel
will come to save them. When the characters first arrive in Aniel, they find the
2
entire hamlet apparently deserted, with no indication of what prise them and catch them flat-footed (eliminating their Dex
happened to the people who lived there. There are signs of bonuses to AC). If the characters can detect ethereal beings,
forest scavengers raiding the elves’ food stores, but otherwise check for surprise normally, but keep in mind that the people
nothing. Homes and possessions remain undisturbed. There of Aniel will also try to warn the characters if they spot one of
are no bodies or signs of violence. There are also no signs of the phase spiders about to attack. It requires a Spot or Wilder-
habitation for the past several weeks. A careful search of the ness Lore check with a DC of 20 to determine that the phase
area (Search, DC 20) turns up a relatively fresh grave on the spiders attacking the characters are not all one creature, but
outskirts of the hamlet. This is the gravesite of Revan the several different ones. Characters who speak with the elves
wizard (see Adventure Background for details). He’s been can find out there are three phase spiders total in the hamlet,
dead for at least a few weeks, and there are still signs of the under Navae’s control.
phase spider bite that killed him on his right leg.
Navae’s goal is to kill all of the characters except for one he
The inhabitants of Aniel actually haven’t gone anywhere. can possess with his malevolence ability, allowing him to get
They’re all around the characters, but invisible and incorpo- at the galadiir again. But before that happens, he wants the
real to them. If the characters have any means of detecting characters to get at the gem for him, and may try to convince
ethereal beings (such as see invisibility or true seeing) and them to do so (see below).
use it, they can see (and hear) the elves around them. As soon
Phase Spiders (3): CR 5; Large magical beast; HD 5d10+15;
as the elves realize one or more of the characters can see
hp 42; Init +7 (+3 Dex, +4 Improved Initiative); Spd 40 ft.,
them, they begin babbling at them in Common and Elven,
climb 20 ft.; AC 15 (-1 size, +3 Dex, +3 natural); Atk bite +7
pleading for their help and trying to tell them what’s hap-
melee (1d6+4 and poison); Face/Reach 10 ft. x 10 ft./5 ft.; SA
pened. It takes the elves roughly 15 minutes to calm down
Ethereal jaunt, poison; SQ AL N; SV Fort +7, Ref +7, Will +2;
and organize themselves well enough to present the back-
Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10.
ground information clearly. A character can speed this
process by making DC 15 Diplomacy check. If the Diplomacy Skills: Climb +12, Move Silently +11, Spot +9, Feats:
check is successful, the elves calm down in one round. Improved Initiative.
Once the tumult is calmed down, Tarien steps forward to SA–Ethereal jaunt (Su): A phase spider can shift from the
explain the situation to the characters. He tells them about Ethereal to the Material Plane as a free action, and shift back
the events from the Adventure Background section from his again as a move-equivalent action. This ability is otherwise
point of view and to the best of his knowledge. He also identical with ethereal jaunt cast by a 15th-level sorcerer.
explains that he thinks the galadiir can restore the elves to the SA–Poison (Ex) Bite, Fortitude save (DC 15); initial and sec-
material world and possibly put Navae to rest, but the elves ondary damage 2d6 temporary Constitution.
have been unable to reach it from the ethereal plane. It’s kept
in a locked and protected case in Revan’s home. Tarien (or
another elf ) can show the party where it is and tell them Navae’s Deception
about the traps guarding it, although he can’t disarm them If the characters do not make contact with the people of
(see Revan’s Home, below, for details). Aniel and have no means of seeing ethereal beings, Navae
uses his manifestation ability to appear to them. He claims to
be one of the elves trapped by the curse of an evil wizard, and
Ghostly Attacks
only able to speak to them for a brief time through a magical
Shortly after the characters enter Aniel, Navae begins to
spell. He tells them that a magical gem in Revan’s home can
harass them with ghostly hauntings and sudden attacks. The
save the elves if the characters can get it. Navae knows the
ghost uses his telekinesis ability to slam doors and windows,
galadiir is in a cabinet closed with an arcane lock, but he does-
knock over objects, send things flying through the air, and
n’t know about the fire trap placed on it (it was done after he
even to push climbing characters, resulting in a 20-30 foot fall
died). He asks the characters to get the gem, then fades away,
from the upper tree-houses (doing 2d6-3d6 damage).
telling them to hurry.
Navae also has his phase spiders attack the characters, with
Navae follows the characters to Revan’s home and attempts
only one spider appearing at a time. The spider shifts to the
to possess the character nearest to the galadiir, as described
material plane, attacks, and phases back out again immedi-
on the next page.
ately as a move-equivalent action. Unless the characters have
a means of detecting ethereal beings, the spiders always sur-
3
SA–Manifestation: can become visible and attack by touch
The Galadiir or spells.
The solution to the problem in Aniel lies with the galadiir,
the magical gemstone Navae wants. After Revan’s death, the SA–Corrupting Touch: Incorporeal attack doing 1d4
elves of Aniel replaced the galadiir in its wooden box and damage.
used one of Revan’s scrolls to cast a fire trap on the book (with SA–Malevolence: Can possess a character by touch, Will
a caster level of 7, for 1d4+7 damage), keyed to the elders of save (DC 19) to resist.
the hamlet. They then placed the box inside a stout cabinet
built into Revan’s study and sealed it with an arcane lock. Sev- SA–Telekinesis: Can move objects at will like a telekinesis
eral of the elves, including Tarien, know where the galadiir is, spell at caster level 12.
but unfortunately they don’t know exactly what it can do, SQ–Undead: Immune to mind-influencing effects, poison,
since that knowledge was lost with Revan and no one has yet sleep, paralysis, stunning, and disease. Not subject to critical
had time to go through his various notes and journals. hits, subdual damage, ability damage, energy drain, or death
Revan’s home is built in and around the trunk of a large tree from massive damage.
near the middle of Aniel, about 20 feet off the ground. A spiral SQ–Incorporeal: Can be harmed only by other incorporeal
staircase winds around the trunk of the tree up to the humble creatures, +1 or better magic weapons, or magic, with a 50%
home. The interior contains a sleeping room and a combina- chance to ignore any damage from a corporeal source. Can
tion study and laboratory where Revan worked. The cabinet pass through solid objects at will, and own attacks pass
holding the galadiir can be found in the second room. In addi- through armor. Always moves silently.
tion to the gem, the cabinet contains five scrolls with arcane
SQ–Rejuvenation: Successful level check vs. DC 16 allows a
spells all at caster level 7 (1—charm monster and dimension door;
ghost to return 2d4 days after being destroyed.
2—silent image and sleep; 3—knock and locate object; 4—dispel
magic; 5—see invisibility). The last scroll will allow the charac- SQ–Turn Resistance Turn resistance +4.
ters to communicate with the people of Aniel, if they don’t
Possessions: None.
already have the ability among them. The cabinet also contains
a wand of polymorph self that belonged to Revan with 18 charges Arcane Spells Prepared (4/3/2): 0—daze, ghost sound, mage
remaining. The DC to break open the cabinet door is 28 with hand, resistance; 1st—cause fear, expeditious retreat, spider climb;
the arcane lock in place (18 otherwise) and picking the physi- 2nd—knock, web.
cal lock is DC 30 (Tarien has the key with him, on the ethereal Spellbook: 0—all cantrips; 1st—cause fear, expeditious retreat,
plane, where they don’t do anyone any good). mage armor, magic missile, shield, spider climb, true strike; 2nd—
Navae keeps a close eye on the characters and follows them knock, web.
if they go to Revan’s home. As soon as one of the characters Divine Spells Prepared (3/2): 0—cure minor wounds, guid-
has the box containing the galadiir, Navae uses his malevo- ance, resistance (2); 1st—obscuring mist, sanctuary, protection from
lence ability and attempts to possess him or her, ordering his good (domain spell).
phase spiders to kill the rest of the characters. He then casts
sanctuary, followed by expeditious retreat, and flees from the Once he’s sure he’s evaded any pursuit, Navae opens the box
area as quickly as possible. (setting off the fire trap, which he didn’t know was there, but
the damage isn’t likely to incapacitate him). He uses the gem’s
Navae, male elf ghost Clr1/Wiz3: CR 6; Medium undead final wish to transform the character’s body into his own,
(incorporeal); HD 4d12; hp 31; Init +2 (+2 Dex); Spd fly 30 ft. making his possession permanent (and effectively killing the
(perfect); AC 17 (+2 Dex, +5 deflection bonus); Atk +3 melee character). He then leaves Aniel and the player characters to
(1d4, corrupting touch); Face/Reach 5 ft. x 5 ft./5 ft.; SA Man- their fate.
ifestation, corrupting touch, malevolence, telekinesis; SQ
Undead, incorporeal, rejuvenation +4 turn resistance; AL CE; The Galadiir: The stone the people of Aniel call the galadiir
SV Fort +3, Ref +3, Will +8; Str 10, Dex 14, Con —, Int 14, Wis is a beautiful dark opal worth 8,000 gp for the gem alone. But
16, Cha 20. its actual value is far greater. It is an ancient relic won from
the Drow long ago and guarded by the people of Aniel, passed
Skills: Concentration +6, Hide +12, Knowledge (religion) +6, down over the years. The Galadiir is a gem of three wishes (simi-
Move Silently +4, Search +12, Spellcraft +6, Spot +12, Feats: lar to a ring of three wishes, p. 195, DMG). One wish was used in
Scribe Scroll, Toughness (x2). the defeat of the Drow. Navae used the second to bring about
4
his curse, leaving one wish remaining. The characters can use
it to undo the effects of the curse, rescuing the people of
Rewards
The characters receive experience points for overcoming
Aniel and ensuring that Navae’s spirit is put to rest.
the various challenges in this adventure as follows:
5
than five lifes--have less emotion than Adult--six to twenty lives--who
Ghost Light RPG have less than Old--twenty to fifty lives--who have less than Ancient-
-fifty or more lives lived. Since a ghosts power lies in his emotion,
older ghosts have more power. For this reason it is best to let the GM
decide the "age" of the campaign.
After you know how many points to spend, you can use them to
by Emotion Dice. One Emotion Point is used to buy one Emotion
Dice. Each emotion can have more than one dice purchased in it, but
Thanks To: there is a limit. The maximum number of dice allowed is equal to the
Risus, Over the Edge (for the basis of the game system)
Total Emotion Points first divided in half and then one subtracted
Ron Edwards, Lance Blackburn, Daniel Bolden, Jonathon Bolden (for
their words of wisdom) from that number. (Young max = 2, Adult max = 4, etc)
White Wolf (for teaching how fun it is to run in the night)
H.P. Lovecraft (for thoroughly twisting me)
"Emotions" are not
This has the potential to be a great RPG, but has instead limited to the classic
become defunct, lost in the attic of cyberspace. I found this game emotions. There are also
some time ago, maybe two or three years. I tried to contact the author pseudo-emotions which
repeatedly on MEP either continuing work on this great game, or represent general states of
obtaining rights to it so that we could basically write the shit out of it. mind but do not classify as
But nothing came of it. This game has been totally lost. regular emotion. In the
After seeing that, I designed Soul Axis ™, sort of as a basis of game play, both
tribute to Ghostlight because I really liked what I saw. But I’d prefer classic emotions and
to attempt to bring this game back to life. So, that’s what I propose, pseudo-emotions can be
that we as a community, do not let this potentially wonderful game chosen as, and will be here forth called, emotions. It should also be
die. I would ask that fans of MEP submit things regularly for known that players might like to kind of refine their character's
Ghostlight and let’s keep this game alive. emotions. Something along the line of Desire (for knowledge) instead
of just Desire. This isn't really necessary, because Desire works out
Defining a Ghost almost the same in both cases--and you could just add stimuli to the
Picture having no body, no mind. The only thing holding emotion later. But some players might wish to do this...
you up is your soul. You are your soul. Emotion, raw and pure. There is a pseudo-emotion that all characters have. It is this
Picture the great afterlife. Most souls reunite with the great one spirit, emotion that keeps their soul energy from being reabsorbed. No one
losing their personality, their individuality, but not their being. Like a knows why some have it and others don't, it's just there. Different
drop of water entering an ocean. One day, the molecules of water will people call it different things, but for game purposes it will be called
again be used, but never again as the exact same drop. Spirit. Spirit starts at three points and can be purchased up to your
Picture those that are different. Those that have enough self- ghosts Emotional Dice Maximum for your age group (No more can be
love to keep, from rejoining. Those that stay separate. As they live, purchased for Young ghosts since it already exceeds their limit, but
they gain more and more emotion, and become greater and greater. It they still get it at three dice).
is these "ghosts" that existence must worry about. With the exception of Spirit, emotions bring with them stimuli.
Ghost Light is a Dark Fantasy game where you (as players) When the ghost is confronted with an emotional stimuli he or she is in
assume the role of ghosts, but not your standard "haunts". You danger of going out of control. An emotion gets its first stimuli at
become denizens of a world all but removed from our own. Having no level two (two Emotion dice). For every three additional levels (five
body (mental or physical) you are forced to rely on the one thing still emotional dice, eight emotional dice, etc) that emotion gets an
remaining: your emotion. As you grow in emotion, you grow in addition stimuli. The same stimuli might be bought more than once,
power, but beware--for emotion can be consuming. rising it level by one with each increment. The effects of stimuli are
Ghost Light uses the Loose-Form Element system for skill discussed later.
rolls. Basically, your character is described by a series of elements (in Some skills are allowed as well. At the cost of one Emotion
the case of Ghost Light--the elements are emotions) which are not Point, ghosts can purchase a skill dice in one skill. There is a
"set-in-stone" and are somewhat open ended. Ghost Light is to be the maximum amount of total skills purchased; it is equal to the Max
first game in the Loose-Form Element system (Dream Night is the Emotion Dice in a single emotion. Each separate skill can only have a
major one to follow), which may or may not be used in many systems. maximum of two skill dice. Skills give bonuses in specific areas
without emotional "taint" but at the cost of emotions--the true life
Becoming a Ghost
blood of a ghost.
When a character is being created, there should first be the Quirks, Merits and Flaws come next. A Quirk is neither good nor
matter of age. Ghosts don't age as do mortals. Ghosts "age" by the bad in majority of situations. It is merely something that a ghost does
number of lives they have lived. Young ghosts--who have been in less and players like to have up front. Quirks might include "likes to
burp", "hums to himself", etc.. Merits are good things a ghost can heal a friend. When a character decides on a proper emotion, then he
have, and cost Emotion Points. Flaws are bad to have, but give extra gets as many six-sided dice as equal to his Emotional Dice level.
emotion points. Merits might include "Survivor (automatically one The game master should know the general complexity (the size
success in Spirit rolls to resist damage)", "Calculator for a Brain", of the task) at the start. The difficulty depends on the emotion chosen
"Charismatic". Flaws would include "Weak Spirit (one success and how well it fits as well as other factors. For instance, trying to kill
automatically canceled)", "Fuddle Brain", "Nasty Attitude", and so someone with Love is not always easy--in fact is usually hard or very
on. It is up to the GM on how many emotion points that a Merit/Flaw hard. Just like healing (which can be an easy to medium skill Love)
is worth. becoming very hard and then some with Greed, Hate, Fear, etc.
After setting the task value, players roll their dice and compare
the numbers. Success come from getting the success roll equal to or
A player also gets to greater than the task value. (That simple). To determine the number of
decide also a ghost's successes, look at each dice separately. For every 1-3 rolled on a dice,
appearance. There a three there is no successes earned, 4-5 that are rolled gives one success
basic schools of action with each, and a 6 on a dice grants two successes. Add up all of the success
this. A character can make a to determine the value of the roll.
relatively normal looking Optional Rule: (triumph/disaster)--if, on the first roll, the player
ghost. The player can make a rolls more than enough successes, a triumph (extra special result) is
dream version of the character gained. If, on any roll, the player rolls all 1's (every dice the character
(dragons, angels, sphinx, 4- has comes up with a one) a disaster (really, really, really bad). The
armed etc.). The player may GM has the option of determining the exact value of the triumph and
make a "spiritual" version of the character--swirling clouds of gas, disaster.
shadows, flames, etc.. Of course, the player may mix them together Example:Trent is living in the Coyote Son's main shroud, and has
anyway he or she sees fit. been collecting the golden feathers that they consider money. His
A person The rest of Character creation lies in role-play. Don't greed has caused him to resort to less than noble ends, namely purse
be too limited in fleshing out your character but be neither too snatching. He has been behind a naive but rich Son for a while now
descriptive. Try to find that happy median. and plans to make his move. The Game Master notes that Greed is the
Example: Trent is to be a Adult ghost. His player wants him to emotion in use. The combined task value set is 4. Trent's player rolls
be hateful and greedy--a sort of supernatural scrooge. He doesn't get his four dice and come up with 5, a success. Trent has another bag of
along too well with others but he does act with a team (especially feathers to add to his collection.
when they "go" his way). His player has ten points to spend. First off,
Using Skills
Hate (3) and Greed (4) are bought. With the other emotion points
Pride (1) and Lust (1) as well as the skill "Command Others (1)". When a character has skills, he can add that number of dice
Trent's Spirit is equal to three. For stimuli he chooses "People who to his Emotional Dice total for the roll if the roll is applicable to the
snivel and whine (1)" for Hate and "Material Wealth (1)" for Greed. skill.
Since he has no other emotion worth 2 or more, he needs no more
Channeling Emotion
stimuli. Trent's player wants him to appear as a dark and brooding
man with long white hair and a black trench coat. Sometimes a character will need to channel one of their
emotions to another emotion for some specific task. The player must
Being a Ghost
describe the reason why the emotion should be channeled. If the GM
agrees, then at the sacrifice of two (temporary) points from the one
Play in General
emotion, the emotion being channeled to gets an extra dice. It is
Play is task based. The GM will set a task value and then players possible to sacrifice down to zero dice in an emotion, but not below.
succeed by rolling over it. Tasks raise in value in two dimensions: If the GM thinks the emotions go hand in hand with the current
small to large, easy to complex. situation, there may be a one for one trade allowed. Spirit may also be
channeled into another emotion but at the cost of one Spirit wound
TASK VALUES per extra dice.
• very easy / very small : 0 Example: Trent has found out of a rich widow that lives in a
• easy / small: 1 nearby village in the Son's Shroud. He decides to use his Lust to
• medium / medium : 2 seduce and then later come up with a way to steal some golden
• hard / large : 4 feathers. Since his Lust is ranked only at one, he decides to channel
• very hard / very large: 8+ his greed into it. Sacrificing four temporary points, he raises his Lust
to three. Due to the taint (see below) of the roll, his greed will make
Note that the above chart is accumulative in general size. In his relationship probably overbearing and dominating on his behalf.
other words: something gets a task value equal to difficulty rating plus There are two innate dangers in this. One, the channeled
complexity rating. A task very hard and very large has a difficulty of emotion will "taint" the other emotion in some way based on the
about 16, not 8. GM's discretion. Also, channeling away your emotion might result in
To see how many dice a character gets to roll, first thing that a loss of permanent emotion dice.
must be looked is the task at hand and the character's emotions. The
character must use one of the emotions to "work" the task at hand. For To find out taint, you have to
instance, Apathy might be used to block out pain, Hate might be used use two sets of dice. Roll two separate
to strike down an enemy, Fear might be used to give a burst of speed, piles (they can be separate colors, sizes,
Curiosity might be used to decipher a note, Love might be used to etc). One represents the normal dice for
the emotion, the other is the amount of channel dice that a character Resisted Rolls
gets for the roll. Compare the numbers, the bigger the percentage of
Resisted rolls have been brought up a couple times already
the total roll that is made up of the channeled dice--the bigger the
(between the GM and player). They may be used a good deal more if
taint. 50% is an extreme taint, and if there is over 75% or so--the taint
necessary. The basic formula is that two characters (sometimes a
might be considered irrevocable and uncontrollable.
character and an object) pair up in a situation and each take an
A character can only roll on as many dice as they have left
emotion and roll that value against each other. The victor is the one
in that emotion. One temporary dice gave up is the same as one less
with the highest roll. If one player has an advantage over another
dice to be rolled. In the above example, Trent would not be able to
player, add the advantage on. The biggest way that advantage comes
roll on his Greed until he got points back since he sacrificed four
up is when player is having to fight with an improper emotion (unless
temporary points and only had a rating of four.
the emotion can be tied in properly) and the other player is not so that
To get temporary points back, one of three things must first
the other player gets bonus points to add his roll. Resisted rolls count
happen. One, the character must make a task roll using the said
as a standard task and so can be channeled. One variation is if two
emotion. Two, the character must be faced with the skills stimulus.
ghost are competing over something. The ghost who succeeds by the
Three, the character must spend some period of time faced with
most wins the competition. One of the biggest ways in which resisted
contemplation about the emotion. At this point, two rolls are made.
rolls are used is in Combat.
The player rolls as many dice as base Emotion Dice for that emotion.
The GM rolls as many dice as equal to the number of temporary Combat and Wounds
points spent. If the player rolls higher (statistically the probability)
There are all sorts of reasons for combat in Ghost Light.
then a temporary point is returned. If the player's is more than double
Some petty and obvious, others grand and subtle. The idea behind
the GM's roll, then two points are regained; More than triple--three;
combat, as well as situations leading up to combat, might vary from
and so on; up to the base value of emotion. However, if the GM's roll
time to time.
is greater than the players, a permanent point is lost! (as above, if the
GM rolls more than double, the player loses two points, etc. down to
the temporary value in the emotion.) At any point that the emotion
drops permanently, then all temporary points are restored (back to the
new value). If the character ever loses all of his dice in an emotion,
then a point of Spirit is lost as well.