Strange Salve: Riverwalker Haunt

Riverwalker     CR 5

XP 1,600
Persistent NE haunt (10 ft.-radius grove)
Caster Level 5th
Notice Perception DC 20 (to hear the growl of dreaming wolves)
hp 22; Weakness susceptible to magic weapons; Trigger proximity; Reset 1 day

Riverwalker haunt

Effect When this haunt is triggered, creatures that enter into the Riverwalker’s area must make a DC 15 Will save or fall asleep. The round after being put to sleep by the Riverwalker haunt a sleeping creature stands up and walks out onto the Mohkba River (as sleepwalk). Sleepwalking creatures take one move action a round at half speed, gaining the benefits of a water walk for 10 rounds as soon as they reach the waterway before eventually plunging into the water and automatically waking up. Creatures put to sleep by the Riverwalker haunt can only be woken by taking damage (which triggers a new Will save to wake up).

Destruction The Riverwalker haunt can only be destroyed by searching the floor of the Mohkba River nearby, digging up the bones of wolves that were bound and drowned there decades ago.

Adventure Hook There are many dangers on the Klavekian Grasslands and after crossing the Mohkba River there won’t be many places for the PCs to hide as they travel north to Enixam. One particular grove looks promising however—a skilled hunter will recognize that while wolves once kept a den there, it’s long since been abandoned. The grove makes for a perfect hiding place to catch some rest, but those who don’t perceive the Riverwalker haunt in time may very well have their last.

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