Promptober Day 12: Haunted

After a week or two, the voice in the head of the character is a regular occurrence- at least once or twice a day as if he were having a one-sided conversation in the character’s head. He will prattle on about royal protocols, all of his wenches, and his conquests in battle. The character will notice a few gray hairs and starts to feel a bit older.


It looked like a normal suit of Full Plate Mail, but no one mentioned it was still inhabited.

The Armor of Sir Ezekiel Dorian: Full plate AC +9 Check Penalty -4; Move -5;’Fumble: d12 . This suit of Haunted Armor grants all of the bonuses/penalties previously mentioned plus:
+2 on all Fortitude Saves while wearing the armor.
-2 on all Willpower Saves unless the ghost no longer inhabits the armor.

This armor is still haunted by the ghost of Sir Dorian. The wearer will notice the air around themselves is about 5-10 degrees colder than its surroundings. The armor may be donned and doffed as normal, but attempts to dispose of or destroy the armor will almost always fail.

The ghost will begin whispering in the wearer’s ear within a few days of first putting the armor on. At first it will be subtle, almost indistinguishable from the wearer’s own thoughts. Maybe a comment on someone’s appearance. A subtle urge to pick up more gold, or change the way the character dresses out of the armor. He will even make a lewd comment about someone.

After a week or two, the voice in the head of the character is a regular occurrence- at least once or twice a day as if he were having a one-sided conversation in the character’s head. He will prattle on about royal protocols, all of his wenches, and his conquests in battle. The character will notice a few gray hairs and starts to feel a bit older.

After a month or so of finding the armor, the new owner will begin to look and feel considerably older. The voice in their head will be fairly loud as the arrogant noble begins to comment on every other subject that comes up, giving constant pointers and advice. Sir Dorian believed he had a much better take on everything, being of noble blood. The character who owns the armor will eventually begin to sound a bit like Sir Dorian. Worse yet, the armor’s owner will be able to see Sir Dorian following him around wherever they go.

One month of ownership guarantees Sir Dorian’s presence in and out of the armor. While he is annoying and arrogant, he isn’t out to actively harm the character in any way. He can attempt to possess the character only while wearing the armor. The wearer must make a DC 12 Willpower Check (-2 with the armor) or be taken over by Sir Dorian.

Once in charge of the character’s body, Sir Dorian will fight with epic prowess and a certain knowledge of sword and shield fighting. He was also educated in history, lore and etiquette. The character whose body is possessed is now that of a ghost. They may torment Sir Dorian until they are able to switch back.

A Cleric must make a successful Turn attempt vs 4 HD creature to remove, silence or destroy/banish Sir Dorian. HOWEVER, if banished or destroyed, the armor loses all bonuses and penalties and becomes a completely normal suit of Full Plate. Silencing Sir Dorian leaves all of the bonuses and penalties in place, including physical effects on the wearer. If a Lawful Cleric (and the Judge) formulate a way to completely separate the ghost from the armor, it would retain the bonuses as long as Sir Dorian was roaming free and whole as a ghost.

Compatible with Dungeon Crawl Classics or any other suitable #OSR game.

*Editor’s note:

Sorry things are a little out of order. I’m trying to get caught up. There may be some overflow content into November. Thank you for sticking with me.

Author: Jeff Craigmile

I'm a tabletop role-playing game writer and designer from Des Moines, Iowa. I'm the father of four boys and human to three cats.

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