Brian W Mønster

  • ThumbnailWhen I started playing RPGs, railroading was the only way ahead. Then something called a sandbox came along. I initially thought, “isn’t that where children play and cats do their business?” That’s only partly […]

  • ThumbnailThe Eternal Torment

    Aura none (medium abjuration and medium conjuration, see text); CL 7th

    Slot none; Weight 800 lbs.

    The Eternal Torment is always a beautiful marble statue of perfect proportions, […]

  • Thumbnail

    The Count’s Carriage     CR 9

    XP 3,200
    CE haunt (10ft. x 70ft. roadway)
    Caster Level 9th
    Notice Perception DC 25 (to hear the faint neighing of galloping horses)
    Hp 14; Trigger proximity; Reset 1 […]

  • Thumbnail
    Cavern of Sleep (CR 9; XP 6,400)
    The PC’s are making their way through the Underworld and enter a peculiar cave; several patches of mushrooms seem to have grown into truly unusual, vividly colorful patterns.

    <span style="font-family: Arial, […]

  • ThumbnailGolden Dentures of the Noble
    Aura moderate divination; CL 9th
    Slot none; Price 22,850 gp; Weight
    This set of perfect dentures are all that remain of a long-dead noble, the sophisticated craftsmanship rare […]

  • aaw-website - madnessslug2__matt_bulahaoA writhing mass of tentacles and teeth bursts from the ground. Whipping limbs surround its wide, tooth-filled maw, and its entire body is marked randomly with eyes—everytime you look at the them they appear to be in a new place. Reality swirls in waves around the monster as the world tries to push it back to the nightmare that spawned it.

    Nogth Ma’klurl’uth, the Madness Slug CR 13
    XP 25,600
    CE gargantuan outsider (chaotic, evil, extraplanar)
    Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +23
    DEFENSE
    AC 29, touch 4, flat-footed 29 (+25 natural, -2 Dex, -4 size)
    hp 184 (16d10+96) regeneration 5
    Fort +16, Ref +9, Will +16
    DR 15/magic; Immune acid, cold, mind affecting effects, paralysis, sleep; SR 18
    Defensive Abilities acidic blood
    OFFENSE
    Speed 20 ft., burrow 40 ft., swim 20 ft.
    Melee bite +24 (4d8+12), 4 tentacles +22 (2d6+12 plus grab)
    Space 20 ft.; Reach15 ft.
    Special Attacks breath weapon (60 ft. cone, Will DC 24, 1d6 wisdom drain), swallow whole (4d8+12 bludgeoning damage, AC 22, hp 18), feeding tentacles.
    STATISTICS
    Str 34, Dex 6, Con 22, Int 12, Wis 18, Cha 9
    Base Atk +16; CMB +32 (+36 grapple); CMD 40 (cannot be tripped)
    Feats Blind Fight, Bloody Assault, Great Fortitude, Improved Initiative, Improved Natural Armor, Iron Will, Multiattack, Power Attack
    Skills Knowledge (arcana) +20, Knowledge (planes) +20, Perception +23, Sense Motive +23, Spellcraft +20, Stealth +17, Swim +31
    Languages telepathy 120 ft.
    SQ Change shape (drow witch; see below)
    SPECIAL ABILITIES
    Acidic Blood (Ex) Nogth Ma’klurl’uth’s blood can corrode metal on contact. If a creature damages Nogth Ma’klurl’uth with a piercing or slashing weapon made of metal, Nogth Ma’klurl’uth’s blood deals 5d6 points of acid damage to the metal weapon (unlike most forms of energy damage, this damage is not halved when applied to a metal object, although it does still have to penetrate the metal’s hardness). The weapon’s wielder can halve the damage the weapon takes by making a successful DC 22 Reflex save. Creatures made of metal that deal slashing or piercing damage to Nogth Ma’klurl’uth with a natural attack take 5d6 points of acid damage (a DC 22 Reflex save halves this damage). The corrosive elements of the blood fade 1 round after it leaves Nogth Ma’klurl’uth’s body or it dies. The save DC is Constitution-based.

    Aura of Madness (Su) Any creature within 15 ft. of Nogth Ma’klurl’uth must take a DC 20 Will save or fall under the effects of a confusionspell (CL 16th) for 1d10 rounds.
    1-25      act normally
    25-50     do nothing but babble incoherently
    51-75     deal 1d8 points of damage + Str modifier to self with item in hand
    76-100   attack nearest creature (a familiar counts as part of the subject’s self)
    Whether or not the save is successful, that creature cannot be affected again by Nogth Ma’klurl’uth’s aura of madness for 24 hours. This is a mind-affecting effect.

    Breath Weapon (Su) Swirling mass of solidified madness. 60 ft. cone, Will save DC 24 to negate, 1d6 wisdom drain. Nogth Ma’klurl’uth can use its breath weapon once every 1d4 rounds. An opponent reduced to zero or below in wisdom by Nogth Ma’klurl’uth’s breath weapon gains a severe insanity from the list below (curable DC 24).
    1-3      paranoia
    4-6      schizophrenia
    7-9      psychosis
    10-12   multiple personality disorder
    See the “Sanity and Madness” section in Chapter 8 of Pathfinder Roleplaying Game: Gamemastery Guide for the specific rules of each one of these types of insanity.

    Feeding Tentacles (Ex) Nogth Ma’klurl’uth can transfer one creature with the grappled condition from a tentacle to its mouth as a free action at the beginning of its turn. The creature does not lose the grappled condition during the transfer and starts in Nogth Ma’klurl’uth’s mouth with the grappled condition to be either swallowed whole or bitten.

    Ferocity (Ex) Nogth Ma’klurl’uth continues to fight even when reduced to negative hit points.

    Horrific Death (Ex) When Nogth Ma’klurl’uth is first reduced to negative hit points, creatures within its reach take 1d6+16 acid damage. While at negative hit points, Nogth Ma’klurl’uth adds a bonus to all damage equal to its hit dice (16). When it finally dies, Nogth Ma’klurl’uth dissolves into a pool of unidentifiable goo and reforms on the Plane of Madness after 101 years.

    Madness Without, Madness Within (Ex) Nogth Ma’klurl’uth is madness given form and as such its insides consists of swirling fragmented visions of a variety of insanities. Any creature that has been swallowed whole must make a DC 22 Will save before attempting to cut their way out of Nogth Ma’klurl’uth. Failure results in the creature using its turn trying to maintain their precious grasp on reality; a new save may be attempted next round. Success means the creature can attempt to cut its way out and no further saves are necessary. This is a mind-affecting effect.

    Voidborn (Ex) Nogth Ma’klurl’uth can exist safely in the void of space or similar hostile conditions.

     

    The demiplane of madness is a maelstrom of insanities. The ground is a deluge of mud made of madnesses that has lost their potency—now they lie dormant and make up the ground of the plane. From this mire structures rise, but not in any conventional sense: floating towers, inverted houses, and structures that are there one moment and gone the next are common. The inhabitants of the plane are no less weird than the dimension itself. Hordes of madmen roam the everchanging landscape and nightmarish creatures prowl the skies.

    This is the realm of Nogth Ma’klurl’uth; for centuries he roamed the plane, growing big on the different madnesses encountered there. When a rift appeared in the sky, Nogth Ma’klurl’uth entered it to find new avenues of destruction—what it found was the Dar’Spelun Slugmarsh. The unique properties of the Slugmarsh and the madness seeping in through the rift from his home plane made it an ideal hunting ground for the madness slug, which has since spent centuries hunting in the subterranean swamps, going back to the demiplane of madness when prey is scarce in the Underworld bogs.

    One of the first denizens of the Dar’Spelun Slugmarsh that Nogth Ma’klurl’uth came across was a drow witch named Hejkri. The dark elf didn’t answer the impulse to run and was quickly swallowed whole by the madness slug, but did not die quickly. Instead she suffered for decades, her soul and mind torn apart by Nogth Ma’klurl’uth—since then the madness slug has assumed her form at times, insinuating herself into traveling parties, establishing a coven, and otherwise driving those that meet “her” into madness.

     

    Drow-Female-RogueNogth Ma’klurl’uth (drow witch 7); CR 11 (XP 12,800)
    HP 80 (12d6+36); AC 23 (+4 Dex, +1 dodge, +8 natural)
    Init +8; Speed 30 ft.; Atk dagger +7 (1d4+1)
    Base Atk +6; CMB +7; CMD 21SA hexes (cackle, coven, evil eye, misfortune); SQ cantrips, darkvision 120 ft., DR15/magic; Immune acid, cold, mind affecting effects, paralysis, sleep; SR 18
    AL Chaotic Evil; SV Fort +7, Ref +10, Will +11; Str 12, Dex 18, Con 16, Int 18, Wis 12 Cha 18
    Skills Knowledge (arcana) +19, Knowledge (planes) +19, Perception +16, Sense Motive +16, Spellcraft +19, Stealth +19, Swim +16; Feats Combat Casting, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
    Spell-LikeAbilities (CL 12th, concentration +16)
    at will—glibness
    Witch Spells Prepared (CL 7th; concentration +11)
    4th—black tentacles, fear
    3rd—deep slumber, dispel magic, seek thoughts
    2nd—blindness/deafness, detect thoughts, hold person, touch of idiocy
    1st—burning hands, chill touch, command, mage armor, ray of enfeeblement 
    0th—bleed, detect magic, spark, touch of fatigue

  • Ghosts of Shroudstone (CR 10; 9,600)
    WraithEither while exploring the Dar’Spelun Slugmarsh or following the voice in the mist, the party is ambushed by ghosts at an opportune moment.

    As you move through the mist, it seems to be unaffected by any air currents, tendrils and wisps of it rolling across the swampy ground only to change direction from one moment to the next. The mist is so thick that the cavern ceiling cannot be seen; only the sound of your boots sinking into the ground breaks the monotony of this dreary place. Several times you’ve seen what resembled faces in the fog at the periphery of your vision, but just as you turned towards them, the misty tendrils break up whatever shapes you would have sworn you’d just seen.

    Dunkelgeist the Dread Spectre

    This incorporeal man is clad in ancient robes, and his facial features are twisted in a snarl of rage.

    Dunkelgeist the Dread Spectre     CR 8
    XP 4,800
    LE Medium advanced undead, (incorporeal)
    Init +9; Senses darkvision 60 ft.; Perception +17
    Aura unnatural aura (30 ft.)
    DEFENSE
    AC 21, touch 19, flat-footed 16 (+4 deflection, +5 Dex, +2 natural)
    hp 68 (8d8+32)
    Fort +6, Ref +7, Will +11
    Defensive Abilities incorporeal, channel resistance +2
    Weaknesses resurrection vulnerability, sunlight powerlessness
    OFFENSE
    Speed fly 80 ft. (perfect)
    Melee incorporeal touch +10 (1d8 plus energy drain)
    Special Attacks create spawn, energy drain (2 levels, Fort DC 18)
    TACTICS
    Before Combat Dunkelgeist uses his incorporeal form to stealthily approach prey within the mists of the Shroudstone.
    During Combat He uses his superior speed to pounce on weaker party members (such as wizards and rogues) hoping to create spawns fast to help bring down more powerful enemies.

    Morale When Dunkelgeist attacks, he does so to fell his enemies. He only flees when reduced to 6 hit points or less.
    STATISTICS
    Str, Dex 20, Con, Int 18, Wis 20, Cha 19
    Base Atk +6; CMB +6; CMD 25
    Feats Blind-Fight, Improved Initiative, Skill Focus (Perception), Weapon Focus (touch)
    Skills Fly +13, Intimidate +15, Knowledge (history) +12, Knowledge (religion) +15, Perception +19, Stealth +16, Survival +13
    Languages Common
    SPECIAL ABILITIES
    Create Spawn (Su) Any humanoids slain by Dunkelgeist become spectres themselves in 1d4 rounds. Spawn so created are less powerful than Dunkelgeist, and suffer a –2 penalty on all d20 rolls and checks, receive –2 hp per HD, and only drain one level on a touch. Spawn are under the command of Dunkelgeist and remain enslaved until his death, at which point they lose their spawn penalties and become full-fledged and free-willed spectres. They do not possess any of the abilities they had in life.
    Resurrection Vulnerability (Su) A raise dead or similar spell cast on Dunkelgeist destroys him (Will negates). Using the spell in this way does not require a material component.
    Sunlight Powerlessness (Ex) Dunkelgeist is powerless in natural sunlight (not merely a daylight spell) and flee from it. If Dunkelgeist is caught in sunlight, he cannot attack and is staggered.
    Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of Dunkelgeist at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of Dunkelgeist.

    BACKGROUND
    Dunkelgeist’s real name has been forgotten by anyone but himself and he does not share it. Once a cleric that studied the human mind, he developed a particular interest in those consumed by madness. Dunkelgeist traveled far and wide seeking even the vaguest leads to cure maladies of the mind, and truly believed there to be a panacea to that effect. Eventually his travels lead him to the Dar’Spelun Slugmarsh, where the vaporous veil was said to hide ancient secrets. No one knows what Dunkelgeist found deep in the veil but when he returned, the eager cleric searching for a cure was no more; he was ironically much closer to understanding the secrets of an insane mind. Over the centuries Dunkelgeist slipped further into the madness he had tried to cure and while this happened, he continued his research, looking for a way to cure all forms of madness. To a degree he has been successful—he has halted his own deranged descent, albeit too late. Dunkelgeist is now a more powerful spectre than most of his kind, but the cure to end all madness and diseases of the mind eludes him. He bids his time and hopes that the nearby haunt will lure more test subjects into his hands.

    Wraith Undead Spirit

    Count Nirl deWain

    Out from the mists, a spectral figure silently glides, his incorporeal shape is clad in spectral clothes of a nobleman

    Count Nirl deWain     CR 7
    XP 3,200
    Male human ghost aristocrat 7
    CE Medium undead (augmented humanoid, incorporeal)
    Init +5; Senses darkvision 60 ft.; Perception +17
    DEFENSE
    AC 17, touch 17, flat-footed 15 (+1 Dex, +1 dodge, +5 deflection)
    hp 70 (7d8+35)
    Fort +7, Ref +3, Will +5;
    Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits
    OFFENSE
    Speed fly 30 ft. (perfect)
    Melee corrupting touch +5 (7d6, Fort. DC 18 half) or draining touch +5 (1d4 stat drain, heal 5 hp to self)
    TACTICS
    Before Combat The ghost sinks beneath the ground and rises up from below his opponents, catching them by surprise.
    During Combat Count deWain concentrates on the biggest and most powerful looking enemy, using a mix of his different touch attacks and trusting his incorporeality to protect him.
    Morale When he is destroyed, it is with the knowledge that he will return.
    STATISTICS
    Str, Dex 12, Con, Int 10, Wis 11, Cha 20
    Base Atk +3; CMB +3; CMD 21
    Feats Dodge, Improved Initiative
    Skills Fly +11, Knowledge (history) +8, Knowledge (nobility) +8, Perception +17, Stealth +17; Racial Modifiers +8 Perception, +8 Stealth
    Languages Common
    SPECIAL ABILITIES
    Rejuvenation (Su) Count Nirl deWain’s spirit reforms 2d4 days after being destroyed, unless the condition that prevents him from resting in peace is set right. In deWain’s case that would mean killing his wife, and giving him the sweet vengeance he so yearns for. The killing of the countess is an impossible task, given the centuries deWain has spent down in the vaporous veil, his wife died centuries ago without leaving an heir and thereby denying count deWain his peaceful rest forever. The count does not remember his wife’s exact looks, so smart adventurers could trick him into believing that his wife stands before him with the use of magic or a cleverly applied disguise.

    BACKGROUND
    Count deWain was once a benign ruler, living in a castle on the surface. Unfortunately his wife was not happy in the arranged marriage—she saw deWain as a weak ruler, listening to the peasants and lowering taxes in years of famine. The countess was also a talented court schemer—she started poisoning the count, adding a little tethane root to his meals each day, a reagent known for its hallucinogenic effect. The poisoning made him act erratically and one fateful evening the screaming count was carried from his room by his own guards and dumped in a known entrance to the Underworld. The countess stood by sobbing as he was removed from the castle; no one suspected her hand in the count’s madness, or that it was her direct order that left him to die in the subterranean caverns.
    Count deWain did not die on that night, and instead stumbled deeper into the Underworld, eventually entering the vaporous veil. Pure luck had seen the mad count so far, but in the veil his luck ran out and his body and mind finally gave up. When Dunkelgeist found him, there was nothing left to do apart from waiting to see what would rise from the body (if anything at all). A week later the count returned to the Material Plane as a raging ghost. Count deWain was swayed by Dunkelgeist’s words and has been a trusted ally of the spectre since that day. The countess went on to rule deWain’s holdings with an iron fist for many years, before she peacefully died in her bed without anyone realizing the truth of the count’s madness.

    Orderly

    Orderly     CR 5
    XP 1,600
    LE Medium undead (incorporeal)
    Init +7; Senses darkvision 60 ft., lifesense; Perception +10
    Auraunnatural aura (30 ft.)
    DEFENSE
    AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex)
    hp 47 (5d8+25)
    Fort +6, Ref +4, Will +6
    Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
    Weaknesses sunlight powerlessness
    OFFENSE
    Speed fly 60 ft. (good)
    Melee incorporeal touch +6 (1d6 negative energy plus 1d6 Con drain)
    Special Attack create spawn
    TACTICS
    Before Combat Beneath their tormentor’s notice, the orderly doesn’t respond to enemies for 1d4+1 rounds.
    During Combat The orderly supports count deWain by attacking the biggest and most powerful looking enemy.
    Morale The ghost attacks until the enemy dies or it is destroyed; it does not think in terms of survivability.
    STATISTICS
    Str, Dex 16, Con, Int 14, Wis 14, Cha 21
    Base Atk +3; CMB +6; CMD 21
    Feats Blind-Fight, Combat Reflexes, Improved Initiative
    Skills Diplomacy +10, Fly +7, Intimidate +13, Knowledge (planes) +7, Perception +10, Sense Motive +10, Stealth +11
    Languages Common, Infernal
    Special Abilities
    Create Spawn (Su) A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than typical wraiths, and suffer a –2 penalty on all d20 rolls and checks, receive –2 hp per HD, and only drain 1d2 points of Constitution on a touch. Spawn are under the command of the wraith that created them until its death, at which point they lose their spawn penalties and become free-willed wraiths. They do not possess any of the abilities they had in life.
    Constitution Drain (Su) Creatures hit by a wraith’s touch attack must succeed on a DC 17 Fortitude save or take 1d6 points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points. The save DC is Charisma-based.
    Lifesense (Su) A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
    Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot attack and is staggered.
    Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of the wraith at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the wraith.
    BACKGROUND
    The orderly is a shadowy remnant of a test subject who died while consumed by madness years ago. The wraith itself does not remember anything of its past, and Dunkelgeist does not deem it worth his time to entertain a simple orderly.

    ENVIRONMENT
    The thick smoky tendrils of mist in Shroudstone grants creatures light concealment (20% miss chance). Creatures with darkvision are exempt.

    SCALING THE ENCOUNTER
    To modify this encounter, apply the following changes:
    CR 9 (6,400) Remove Count Nirl deWain from the encounter.
    CR 11 (12,800) Apply the advanced simple template to Count Nirl deWain (+2 on all rolls [including damage rolls] and special ability DCs; +4 to AC and CMD; +2 hp/HD), and add another orderly to the encounter.

  • SpiritEchoes of the Asylum     CR 8
    XP 2,400 CE haunt (30 ft. radius)
    Caster Level 6th
    Notice Perception DC 24 (to hear painful moans, pitiful sobbing, and maniacal deranged laughter)
    hp 16; Trigger proximity; Reset 1 day
    Effect When this haunt is triggered a group of white semi-transparent humans appear. They are all dressed in rags, and their faces clearly show various pained expressions (such as sunken eyes, drooling mouths, and hands clawing at eyes and ears). They were clearly inmates at some kind of asylum as some of them still wear restraints. As one the group opens their mouths, a maddening cacophony rises within the minds of the creatures inside the haunt’s area. Creatures within the haunt’s area of effect that fail a DC 20 Will save gain an insanity from the list below (alternatively, the GM can choose an insanity fitting for the character and the campaign setting). Any bonuses against mind-affecting effects apply to this save.

    d100       Insanity
    1-11        Amnesia
    12-48      Mania/Phobia
    49-68      Multiple Personality Disorder
    69-78      Paranoia
    85-100    Schizophrenia
    Rules for insanity can be found in the “Sanity and Madnesssection of the Pathfinder Roleplaying Game: Gamemastery Guide.For ideas on phobias, check out tomorrow’s article: Corners of the Mind!

    Destruction: To destroy this haunt, a character must cast a restoration spell at the haunt’s area, while the haunt is manifest. Destroying echoes of the asylum removes any insanities that creatures may have picked up from this haunt (but only from echoes of the asylum).

  • Voice in the Mist     CR 7
    XP 3,200
    CE special haunt (50 ft. radius)
    Caster Level 7th
    Noticemists of shroudstone Perception DC 26 (to notice faint imprints of humanoid faces forming in the mists)
    Hp 7; Trigger proximity; Reset 1 day

    Effect A voice can be heard calling out from the mists of Shroudstone, a pitiful sobbing plea for help from anyone. The voice in the mist can be understood by any creature with a spoken language, but in a group the voice uses the language spoken by the majority (the haunt automatically knows which language that might be). Creatures that does not speak the language used by the haunt are not affected by the it. Creatures in the haunt’s area must take a DC 18 Will save or feel compelled to seek out the source of the voice. Creatures failing their Will save are led on a wild chase through the mists deep into the Shroudstone. The voice in the mist keeps beckoning victims on for up to an hour, leaving them truly lost in the Shroudstone or in an advantageous position for any ambushing monsters. As the victims make their way through the mists, the environment itself is a hazard but deeper in, the Ghosts of Shroudstone lay in ambush [keep your eyes peeled for that encounter in this week’s Sidequest Saturday!].

    Destruction Destroying the Ghosts of Shroudstone automatically destroys this haunt.

  • OtherWorldly_Art_Portfolio_Volume_One_Page_20_Image_0001Bolghar’s Despair     CR 8
    XP 1,600
    CE haunt (30 ft. radius)
    Caster Level 8th
    Notice Perception DC 22 (to hear the repeated whispers of “kinslayer”)
    Hp 8; Trigger proximity; Reset 1 day
    Effect: When entering Bolghar’s burial barrow, the anguished haunt manifests. A dwarf clad in rags with pieces of dated armor screams incoherently about dishonor and revenge, then suddenly sobbing about forgiveness and punishment for a grave crime. The haunt harmlessly dissipates but everyone in the haunt’s area must make a DC 19 Will save or develop multiple personality disorder. If the save is failed the character must start taking saving throws every hour to determine which personality dominates.
    Every morning and each time the afflicted character is rendered unconscious, he must make a DC 19 Will save; on a failure a different personality takes over. A character’s memories and skills remain unchanged, but the various personalities have no knowledge of each other and deny, often violently, that the other personalities exist.

    Personalities (roll a d12)
    1-4 Bolghar, the plotter: You are convinced that a person close to you will betray you; you must stop him before he hurts you. A randomly determined party member or NPC is the target of your paranoia. You watch him closely and do not trust him to be alone at any time lest he plot your downfall. Eventually you will have to stop him permanently as your illness progresses—but it must look as an accident, or else the others might become nosy.
    5-8 Bolghar, the kinslayer: You have committed a grave crime and you must seek redemption from the randomly determined party member or NPC that you have wronged. He is not aware that it was you who did it, but to be redeemed you must be of aid to him to the best of your abilities.
    9-12 Bolghar, the leader: You have been given the honor of leading your family’s expedition to the Dar’Spelun Slugmarsh, or at least you think you should have, instead it is your rival who gained it! You do anything to make him look bad; you frequently voice better ideas and show the others that you are a better suited leader of this expedition.

    Destruction: Sprinkling holy water over Bolghar’s tomb while reciting the verse of the Kinslayer destroys the Bolghar’s Despair haunt. Alternatively, speaking to the haunt in Clearwater Caverns and realizing he is Bolghar’s brother then bringing the message of forgiveness to the spirit releases Bolghar from the haunt and allows him to finally rest—this solution also destroys the haunt of Clearwater Caverns.

  • Unholy Mass     CR 6Mosshammer Castle - Great Hall
    XP 2,400
    CE haunt (30 ft. radius)

    Caster Level 6th
    Notice Perception DC 20 (to hear chanting on the wind)
    hp 6; Trigger proximity; Reset 1 day
    Effect: When this haunt is triggered, ghostly figures appear in the haunt’s area—an evil cleric is conducting a sermon for the vile god of undeath, whom he worshipped in real life. As the sermon abruptly ends any corporeal creature in the haunt’s area suffer 1d8+9 in damage (Will DC 17 for half). Any undead in the haunt’s area regain 1d8+9 hp instead.

    Destruction: A cleric of the god of fertility and birth must cast cure light woundsduring the haunt’s manifestation after the haunt has been triggered by a person with a pure heart.

    Adventure Hook: Decades ago Shek’mon plagued the surrounding lands with his army of living dead. After years of fear and misery, the paladin order of the Pure of Heart was able to confront the necromancer. They attacked him as Shek’mon was conducting a sermon for his living followers. As the head was cut from his body, negative energy tore through the assembled ranks and killed the majority of the necromancer’s followers and a few paladins as well. With Shek’mon gone the order and their allies easily routed his army. The god of undeath was so displeased with this anticlimactic end to the large army of vile followers that he had Shek’mon bound to relive the final fateful seconds before his death as a haunt over and over again.

     
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  • Thirst     CR 9
    XP 6,400
    CE haunt (20ft. radius)
    Caster Level 8th
    Notice Perception DC 27 (to hear the faint echo of hoarse screams for water on the desert wind)
    Hp 8; Trigger proximity; Reset 1 hour

    Effect When entering the haunt’s area, three ghostly figures rise from the sand and try to enter three randomly determined party members; A DC 19 Will save pushes the ghostly apparitions back into the ground. On a failure, the apparition touches the subject and they must succeed on a Fortitude DC 19 save or die from instant and catastrophic dehydration. Even if the Fortitude save is successful, the subject takes 2d6 points of damage and gains the fatigued condition
    Destruction 15 gallons of water must be poured out over the sandy area where the haunt manifests, then burial rites must be performed for all three apparitions by a cleric of good-aligned god. While the destruction ritual takes place the haunt does not manifest, but should any part of the ritual be performed the wrong way—a DC 20 Knowledge (nature) or Knowledge (religion) check—it manifests immediately.

    Adventure Hook This haunt is all that remains of three adventurers who traveled into the desert with too little water in their rations. They all died of thirst, and the dried out husks of their bodies are now lying under a few feet of sand. 

     

    aaw-free-5
    Do you have a chilling idea for a haunt or cursed item? Send it along to us at submit (at) adventureaweek.com, but please, bear the following in mind before you submit anything for review:
    1. Anyone can submit an entry.
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  • That is awesome Justin, and it just screams Mischievous Meadows to me. I hope it can be a quarterly occurrence for the AaWBlog with something like this.
    But again job well done Mr. Mason

  • infernal choirInfernal Choir     CR 9
    XP 6,400
    CE persistent haunt (50 ft. radius)
    Caster Level 9th
    Notice Perception DC 29 (to notice a barely audible unholy keen)
    Hp 40; Trigger proximity; Reset 1 day

    Effect When the haunt manifests, a wizard in tattered robes springs from the ground. He waves a baton as if directing a symphony; he points to to the ground a group of demons appear. These demons sing to music that appears from out of nowhere. The melody and the deep baritones of the demons are not for human ears and the high-pitched shrieking of quasits do not make it anymore delightful (quite the opposite). The deep bass voice of the glabrezu lead singer (that wears a sparkling purple tuxedo) is the only thing barely tolerable. Everyone in the haunt’s area takes 2d8 sonic damage from the cacophony of off-key notes and the generally horrifying nature of demonic singing. Furthermore each round the haunt is active everyone in its area takes 3d6 bleed damage as their ears, nose, and eyes start to bleed from the unnatural assault on the senses. Fortitude DC 19 negates the bleed damage (deaf creatures are immune to the bleed damage). The haunt can manifest at different places across the land independently of Perry’s grave’s location. The only clue the haunt leaves behind is a glimmering business card with the text:
    Perry Gwibbles
    Singer Extraordinaire
    Independent Agent for hire
    The card disappears at first sunlight after a performance.

     

    Destruction Summoning a celestial choir to perform the ballad of the Nearsighted Gnome on Perry Gwibbles’ grave destroys the haunt; hopefully celestials don’t find it beneath themselves to perform the lewd and rude drinking song. The Nearsighted Gnome was, according to Perry Gwibbles, the lowest form of entertainment that ever existed across the planes.

     

    Adventure Hook Perry Gwibbles was a promising young wizard studying enchantments at the esteemed Academy of Magical Studies in Owlsburg. A member of the academy’s renowned choir, it was said he would become the choir’s next lead singer. One day Perry was working in an academy laboratory on a potion that would enhance one’s vocal abilities. As he added the final ingredient, it reacted explosively to the other components of the concoction. The explosion threw Perry across the room and as the smoke cleared he opened his mouth to scream for help, but only a feeble croak emerged from his lips.

    A professor helped Perry over to the infirmary and all the way the afflicting mage was croaking like a frog. After days of tests Perry was given the bad news—his condition was not reversible. He would have screamed but instead he croaked much to the amusement of the people assembled around him. Perry abandoned his enchantment studies and instead started to study conjuration, but only three months after his accident, he was killed in a summoning accident (a hezrou misinterpreted his croaking greeting as an insult and ate him in front of his stunned fellows.) Perry’s remains were buried outside the city on a hill overlooking his beloved academy, but the mage’s will to succeed at singing was strong, and he is bound to his grave, doomed to perform with a passionate albeit untalented choir.

    Do you have a chilling idea for a haunt or cursed item? Send it along to us at submit (at) adventureaweek.com, but please, bear the following in mind before you submit anything for review:

    1. Anyone can submit an entry.

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  • It is an adventure I look forward to reading, deserts have a special feeling to them and they are so deadly, and if you put a tower there, well count me in 🙂

  • The Critics (CR 11; 12,800)

    As the party travels through the wooded area of Mischievous Meadows, they run into the critics—a group of more or less mad individuals whose exposure to art in one form or another has twisted them. Now they roam the region to sate their thirst for vengeance, while pretending to help the world by ridding it of bad art (though their interpretation of such is rather broad). Little do the adventurer’s know that an agent of a mysterious organization watches them from afar, guiding the critics toward the party to once more test their mettle!

    (1) Deilarth CR 8

    Gary Dupuis -Amaralda-CThis half elven redhead has a mad glint in her wild green eyes
    XP 4,800
    Female half elf sorcerer 9
    NE Medium humanoid (half-elf)
    Init +7; Senses low-light vision; Perception +12
    DEFENSE
    AC 20, touch 16, flat-footed 16 (+2 deflection, +3 Dex, +4 mage armor)
    hp 49 (9d6+18)
    Fort +5, Ref +6, Will +7; +2 vs. enchantment spells and effects
    Immunities magic sleep effects
    OFFENSE
    Speed 30 ft.
    Melee dagger +4 (1d4, Crit 19-20/x2)
    Special Attacks laughing touch 8/day (melee touch attack, target can only take a move action for 1 round)
    Spells Known (CL 9th; concentration +14)
    0th (at will)—daze (DC 19), detect magic, detect poison, ghost sound, prestidigitation,  read magic, resistance,  touch of fatigue (DC 15)
    1st (7/day)—charm person (DC 18), entangle (DC 16), feather fall, mage armor, magic missile, shield
    2nd (7/day)—bull’s strength, eagle’s splendor, hideous laughter (DC 21), see invisibility, touch of idiocy (DC 21)
    3rd (7/day)—deep slumber (DC 22), fly, hold person (DC 22), lightning bolt (DC 18)
    4th (5/day)—confusion (DC 23), crushing despair (DC 23), poison (DC 19)
    Bloodline fey
    STATISTICS
    Base Atk +4; CMB +4; CMD 13
    Str 10, Dex 16, Con 14, Int 13, Wis 12, Cha 20
    Feats Combat Casting, Dodge, Eschew Materials, Greater Spell Focus (Enchanment), Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Spell Focus (Enchantment)
    Skills Appraise +8, Fly +10, Knowledge (arcana) +10, Perception +10, Spellcraft +10, Perform (painting) +6
    Languages Common, Elven, Sylvan
    SQ Cantrips, fleeting glance, woodland stride
    Gear circlet of alluring charisma +2, ring of protection +2, handy haversack (4 potions of cure light wounds), 325 gold pieces, a collection of hastily drawn sketches, and a brass spyglass missing one lens.

    TACTICS
    Deilarth has mage armor cast before any encounter (included in the profile above). If she has time to plan she casts eagle’s splendor, shield, see invisibility, and fly on herself, then bull’s strength on Paddy, Faddy and Olwen. She controls her enemies with crushing despair and confusion, using lightning bolt on targets that seem immune to her enchantments.

    BACKGROUND
    Deilarth grew up in a small village. One day she started hearing voices telling her to create paintings—she started painting and showed such great talent that her depictions of the beautiful scenery around the village made her a well-known artist in the local area. Alas, as the months went on the voices made her paint more and more twisted versions of the nature around her village, culminating with otherworldly landscapes she saw only in her dreams.

    Deilarth locked herself in the workshop and worked feverishly on a masterpiece to reveal to the villagers so they might understand her, like she understood the voices. Finally the day came where she unveiled her outstanding artwork, and the voices assured her that everything would be better afterwards. The villagers gathered in the center of the settlement to see what Deilarth had created—perhaps she had abandoned her weird style of late and returned to her roots, some said.

    The painting was magnificent, although today no one knows exactly why—as the villagers were gathered a rift appeared over the artwork and several lithe figures in leather armor surged out. Some of the lookers on were slaughtered, some were taken away, and some were driven mad by the weird energies radiating from the tear in reality.

    Deilarth was driven mad by the knowledge that her painting had doomed her birthplace and everyone in it. She cried out in vain to the voices she had heard, but they had grown silent. The mad artist wandered the woods and meadows until she met Olwen Oakenbranch, and she listeneded intently to his ramblings about art. Deilarth thinks art is dangerous to the untalented, as it must have been her lack of talent that created the disaster in her village.

    Now she travels with her companions and deems art worthy, or in her case deems people talented or untalented usually on a whim; the talented travel on, and those lacking in ability are sentenced to death. To help her determine if people are talented or not, she uses an old spyglass; Olwen, Paddy, and Faddy believe it to be a magic item, but only Deilarth knows how to interpret the things she sees within it—the truth is that it is just a broken spyglass the insane painter found before meeting Olwen.

    (1) Olwen Oakenbranch CR 8

    tree creatureA huge tree with blackened bark strides towards you, as it approaches it seems that the trees around you come to life as well. He screams, “show me the art, or die!”
    XP 4,800
    NE huge plant
    Init -1; Senses low-light vision, Perception +12
    DEFENSE
    AC 21, touch 7, flat-footed 21 (-1 Dex, +14 natural, -2 size)
    hp 114 (12d8+60)
    Fort +13, Reflex +3, Will +9
    Immune plant traits; DR 5/slashing
    Weaknesses vulnerable to fire
    OFFENSE
    Speed 30 ft.
    Melee 2 slams +17 (2d6+9/19-20)
    Ranged rock +7 (2d6+13)
    Space 15 ft.; Reach 15 ft.
    Special Attacks rock throwing (180 ft.), trample (2d6+13, DC 25)
    STATISTICS
    Base Atk +9; CMB +20; CMD 29
    Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 13
    Feats Alertness, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack, Weapon Focus (slam)
    Skills Diplomacy +9, Intimidate +9, Knowledge (nature) +9, Perception +12, Sense Motive +9, Stealth -9 (+7 in forests)
    Languages Common, Sylvan, Treant
    SQ Animate trees, double damage against objects, treespeech
    SPECIAL ABILITIES
    Animate Trees (Sp) A treant can animate any trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a tree to uproot itself, after which it moves at a speed of 10 feet and fights as a treant (although it has only one slam attack and lacks the treant’s animation and rock-throwing abilities), gaining the treant’s vulnerability to fire. If the treant that animated it terminates the animation, moves out of range, or is incapacitated, the tree immediately takes root wherever it is and returns to its normal state.
    Double Damage Against Objects (Ex) A treant or animated tree that makes a full attack against an object or structure deals double damage.
    Treespeech (Ex) A treant has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet them with an attitude of friendly or helpful.

    TACTICS
    Olwen starts by using his Animate Trees ability and using them to engage the most formidable looking characters. He focuses his attacks on one enemy at a time, unless he is hurt by fire; then he attacks the source of the fire damage along with any animated trees until that threat is gone.

    BACKGROUND
    Years ago in a small glade two treants made their home, tending to the plants in the area. One day as Olwen returned from a trip to a nearby glade he found his friend was missing. The treant searched for him high and low, eventually finding his friend made inanimate, used as a support beam for a newly built bridge—cut down by woodsmen and used to further civilization’s encroachment on everything Olwen held dear. Furthermore a woodcarver had been hired to carve intricate designs on the bridge and now Olwen stared in horror at the scenes that adorned his friend’s trunk—happy humans dancing and playing music.

    The carvings became the focus of Olwen’s rage; he detests everything humans call art and has made it his lifelong job to rid the world of all mediocre works. The treant fully understands that there is magnificent art and he intends to make sure that all humans that create mediocre art, or can’t create art at all, are destroyed along with their works.

    Greengully Bridge still stands this day (Olwen cannot make himself destroy his friend’s tomb) but the he still wanders off to chat to his friend for hours. When he is home, Olwen usually stands with his back to the bridge as he cannot bear to see the crude mediocre carvings on it (meaning he hasn’t yet discovered that several people have made their own etchings into the timber and his friend). These carving are of a more explicit nature and their crude vulgarity would most likely send Olwen on a murderous rampage should he see them.

    (2) Redcaps CR 8

    redcapA small wicked old man, this snarling little humanoid wears metal boots and a blood-red pointed cap.
    XP 4,800
    NE small fey
    Init +8; Senses low-light vision, Perception +12
    DEFENSE
    AC 20, touch 15, flat-footed 16 (+2 armor, +4 Dex, +3 natural, +1 size)
    hp 60 (8d6+32), fast healing 3
    Fort +6, Reflex +10, Will +7
    DR 10/cold iron
    Weaknesses irreligious
    OFFENSE
    Speed 60 ft.
    Melee Medium scythe +10 (2d4+10, Crit x4), kick +4 (1d4+6)
    STATISTICS
    Base Atk +4; CMB +7; CMD 21
    Str 18, Dex 19, Con 18, Int 16, Wis 13, Cha 15
    Feats Cleave, Improved Initiative, Power Attack, Weapon Focus (Scythe)
    Skills Acrobatics +15 (+27 jump), Bluff +13, Climb +15, Escape Artist +15, Intimidate +10, Knowledge (nature) +14,  Perception +12, Sense Motive +12, Stealth +19
    Languages Aklo, Common, Giant, Sylvan
    SQ Boot stomp, heavy weapons, redcap
    SPECIAL ABILITIES
    Boot Stomp (Ex) A redcap wears heavy iron boots with spiked soles that it uses to deadly effect in combat. These boots give the redcap a kick attack that it can make as a secondary attack, either as part of a full-attack action or as part of its movement just as if it had the Spring Attack feat.
    Heavy Weapons (Ex) A redcap can wield weapons sized for Medium creatures without penalty.
    Irreligious (Ex) Bitter and blasphemous, redcaps cannot stand the symbols of good-aligned religions. If a foe spends a standard action presenting such a holy symbol, any redcap that can see the creature must make a DC 15 Will save or become frightened for 1 minute and attempt to flee. A redcap who successfully saves is shaken for 1 minute.
    Red Cap (Su) A redcap wears a tiny, shapeless woolen hat, dyed over and over with the blood of its victims. While wearing this cap, a redcap gains a +4 bonus on damage rolls (included in the above totals) and fast healing 3. These benefits are lost if the cap is removed or destroyed. Caps are not transferable, even between redcaps. A redcap can create a new cap to replace a lost cap with 10 minutes of work, although until the redcap takes a standard action to dip the cap in the blood of a foe the redcap helped to kill, the cap does not grant its bonuses.

    TACTICS
    Paddy and Faddy always attack enemies wearing the lightest armor; they both revel in the blood spilling and horror of their terrified foes.

    BACKGROUND
    In the town of Groverton lies a manor shunned by the locals; few if any will speak of it. This estate has always been the seat of the ruling duke, but now it stands empty and deserted. Two years ago the people rose up against the mad Duke Heinan von Twikelsburg (the last of his line and quite off his rocker). Heinan’s madness started showing some ten years before when he ruled that all men should wear purple hats on Sundays on penalty of death—the people chuckled at their duke’s newest idea, but two months later no one laughed when eight men were executed in the village square for unwillingness to comply with the duke’s wishes.

    The people quickly adapted and wore purple hats on Sundays afterward, but the duke was bored when no new executions were forthcoming and decided that he himself would decree which weekday it was when he awoke in the morning, so eventually the people wore purple hats every day. The next ten years were a nightmare for the people of Groverton as a variety of weird laws made their duke’s descent into madness clear for all to see, though no one dared to speak out against him.

    It was into this town the two redcap brothers Paddy and Faddy came—they were employed as the duke’s personal riddlers. Each would ask unanswerable questions like, “what is the color of the sound of a butterfly on a winter’s night?” No matter what the answer was, the unfortunate soul would only hear the redcaps say, “wrong off with your head!” Heinan von Twikelsburg was delighted with his newest entertainers, but the people had had enough. Paddy and Faddy escaped the raging mobs descending on the manor and during their flight they came across Olwen and Deilarth. The redcaps introduced themselves as comedians—Olwen decided that it was an artform he knew little about and therefore he needed them to tell him if a comedy was mediocre or not (so far, everything has been mediocre to the brothers.)

    ALTERNATE SOLUTION
    The critics require a performance to help them judge if the party should die or not—a series of five DC 20 Perform checks appeases the malicious impromptu judges.

    SCALING THE ENCOUNTER
    To modify this encounter, apply the following changes:
    CR 10 (9,600) Apply the young simple template to all of the critics (+2 on all Dex-based rolls, -2 on all other rolls, -2 hp/HD)
    CR 12 (19,200) Apply the advanced simple template to all of the critics (+2 on all rolls [including damage rolls] and special ability DCs; +4 to AC and CMD; +2 hp/HD)
    Not long after the PCs have ended their encounter with the critics, a trio of strange, man-sized birds that appear to be made of fire burst from the treeline and swarm them, raining down hot death on the adventurers! Keep an eye out on the AaWBlog tomorrow to see the stats for pepfralcons and what’s in store for the party in this week’s Statblock Sunday!

  • Pool of Narcissism     CR 7
    XP 3,200
    CE haunt ( 20 ft. radius)
    Caster Level 7th
    Notice Perception DC 25 (to hear the faint smug laughter of a man)
    HP 14Trigger proximity; Reset 1 day
    Effect A pleasantly looking pool beckons the thirsty traveler with its cool, clear water. When a person approaches the pool they must specifically state that they do not look at their own reflection; if not, they are still allowed a Will save to avoid the effects (see below). Looking at one’s own reflection reveals a fantastically good-looking version staring back—a DC 19 Will save negates the effects of a smug narcissismspell, but otherwise it has a duration of 1 hour. The haunt itself has a special duration and tries to affect anyone approaching the pool and seeing their reflection within five minutes of the first person to do so. Making or failing the save renders the person immune to the haunt for 48 hours.

    Škocjan_Caves_lake

    Destruction The bones of Gaston Grassion must be retrieved from the bottom of the pool and buried in consecrated ground in a temple dedicated to the goddess of beauty.

    Adventure Hook Gaston Grassion was a vain manan artist, a seducer, and caring for no one but himselfand considered himself above kings and priests, quickly making a fair share of enemies. On one fateful day as Gaston was fleeing yet another city after seducing the ruling duke’s daughter, he stopped to fill his waterskin in the pool. Upon seeing his reflection in the pool he stopped to admire this visage of perfection, and his enemies caught up with him. The duke himself snuck up behind Gaston while he gazed at the pool’s surface, grabbing him in a stranglehold and pushing the dilettante beneath the surface to drown. Gaston has haunted the pool ever since. 

    SMUG NARCISSISM
    School enchantment (compulsion) [emotion, mind-affecting]; Level bard 3, sorcerer/wizard 5, witch 5
    Casting Time 1 standard action
    Components V, S, M (a tiny shard of a mirror)
    Range close (25 ft. + 5 ft./2 levels)
    Target one creature
    Duration instantaneous
    Duration 10 minute/level (D)
    Saving Throw Will negates; Spell Resistance yes
    You cause your target to become overwhelmed by its own importance, talents, and attractiveness. The target cannot help but look at itself in every reflective surface at every possible opportunity. In social situations, the target always tries to comment about how attractive it is or how ugly someone else is by comparison. The target remains constantly distracted, always looking for a reflective surface to gaze upon (such as a mirror, pool of water, a polished shield, and so on). The distraction gives the target a –2 penalty on all skill checks. In combat, the target worries about enemies damaging its appearance, and focuses on defense rather than offense (casting defensive spells rather than offensive spells, using the fight defensively or total defense action, and so on).

     

    Do you have a chilling idea for a haunt or cursed item? Send it along to us at submit (at) adventureaweek.com, but please, bear the following in mind before you submit anything for review:

    1. Anyone can submit an entry.
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  • Nice spotlight, and a cool adventure in my opinion. Good work Rory.

  • troll mimeMime of the Troll Glade
    XP 4,800
    CE persistent haunt (50 ft. radius)
    Caster Level 8th
    Notice Perception DC 27 (to smell the faint lingering smell of vomit)
    HP 42; Trigger proximity; Reset 1 day
    Effect A ghostly troll appears as the haunt manifests. He is dressed completely in white and his face is stark white from powder, only a single black tear upon his left chin, breaks the pale monotony of his appearance. He starts to communicate with the party by miming something unclear, and ends the miming with holding his hands to his ears—then he opens his mouth and unleashes a cone of ethereal vomit. The breath weapon is a 30-foot cone (Reflex DC 19 negates) and gives the victims the nauseated condition (a Will DC 19 lowers the condition to sickened). Any conditions obtained from the haunt lasts for 1d6+2 rounds as the ethereal vomit slowly dissipates. The mime makes three such attacks over three rounds and he moves up to 20 feet each round to get a better “barfing” position.

    Destruction Consecrate must be cast in the glade by a good aligned spellcaster while a bard sings the Ballad of the Trollish Mime. All participants in the ritual must wear makeup similar to the trollish mime’s.

    Adventure Hook Grobblebarf was an usual troll—instead of tearing peoples arms off, he asked them to perform a piece of music or dance for him. The unfortunate ones whom could not do so were eaten, but the fortunate ones were only eaten after their performance. A lucky few were even allowed to leave, usually because Grobblebarf had eaten their companions first. The troll grew especially fond of miming (which he considered the finest artform) and spent many nights performing for his fellow trolls. Eventually this was not enough for Grobblbarf and he wanted to perform in a town instead of in the woodlands where he had his lair.

    The troll acquired a hat of disguise from a traveler who tried to avoid his fate by parting with treasure (to no avail). Grobblebarf donned the hat and set off for the nearby town of Grostburg in the guise of a half-orc. While he performed, a gust of wind blew off his hat—the villagers were horrified that a troll stood in the town square. Grobblebarf was chased out of town by torch wielding mobs and an allocation of adventurers that were passing through Grostburg.

    Grobblebarf was cornered in a glade where he fought for his life and his right to perform his art, but the combined might of the mobs and the experienced adventurers was too much for a lone troll and he was killed in the glade, his body burned. A year later to the day, Grobblebarf’s spirit rose from the ground and manifested for the first time when a traveling troupe of actors made their camp there—soon the word spread of the haunted glade to Grostburg and beyond.

     

    Do you have a chilling idea for a haunt or cursed item? Send it along to us at submit (at) adventureaweek.com, but please, bear the following in mind before you submit anything for review:

    1. Anyone can submit an entry.
    2. One entry per person at any one time. An entry must be your own work, not being published previously or considered by any other publisher, and it must original and not infringe upon copyrighted material.
    3. All entries become property of Adventureaweek.com, LLP.
    4. By submitting an entry you authorize the use of your name and likeness without additional compensation for promotion and advertising purposes in all media.
    5. Adventureaweek.com, LLP reserves the right to withdraw or terminate this endeavor at any time without prior notice.
    6. All decisions of Adventureaweek.com, LLP and their arbiters are final.
    7. There is no compensation provided – any entries are given freely by their creators for use by Adventureaweek.com, LLP in perpetuity.
    8. Your statblock must be properly formatted (compare to similar content on the AaWBlog for correct formatting).

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