This dark room is dominated by a large faint light that floats quietly around the room near the ceiling. Anyone who sees the light must save v. Spell or be compelled to touch it. Physical contact with the light fills the contact with a feeling of pleasure and comfort. The ghostly visage of an angler fish emerges from the shadows and demands admissions of vice. Each admission does one charisma damage to the admitter; at zero charisma a character becomes a mindless thrall of the Angler spectre.
Anyone who refuses is attacked at +5, with 2d6 damage. Those who truthfully claim righteous deeds become invisible for 1 hour.