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Argus Spyglass

Color Spray Scope (CR2)

Argus Spyglass
Aura strong divination; CL 9th
Slot none; Price 18,000 gp; Weight 1 lb.

DESCRIPTION

This telescoping spyglass is fashioned from worn brass, the final piece painted a solid red. It is remarkably light and fits over the eye with ease.

Any areas perceived with an argus spyglass are treated as though the wearer has darkvision. Once per week, the red band can be turned counterclockwise, causing a movable field of x-ray vision to penetrate any target area within 1,000 feet. Correctly manipulating the device requires a DC 15 Dexterity check each round to focus the lenses correctly, allowing the user to see through stone, metal, earth, wood and any material save adamantine. This enchantment lasts for 5 minutes, after which the argus spyglass loses all its magical properties for one week.

HISTORY 

A character that makes a Knowledge (history) check to learn about an argus spyglass identifies the following fragments of lore:

DC 10     These enchanted spyglasses are often found not with sailors, but miners. The dweorg especially have made prodigious use of the item, making detailed surveys that maximize their mining efforts.

DC 15     The first argus spyglass was said to have been forged in the Underworld, but not by dweorg. A mysterious otherworldly people are responsible for its creation, but their identity remains a mystery.

DC 20     All the subterranean races place as great a value on the argus spyglass as Upperworld sailors do. The best equipped armies are also keen to add these items to their arsenal, and any one of these buyers would pay a truly handsome sum for one of them.

DC 25     The sailors of the Forever Deep always have one of these on their ships; without it, they are likely to run afoul of the countless dangers in the subterranean waters, be they monstrous or natural hazards.

CONSTRUCTION

Requirements Craft Wondrous Item, true seeing; Cost 9,000 gp 360 xp

 

 

Do you have an idea for an enchanted sword, arcane-empowered armor or unique magic item? Take a look at the submission rules and send a brief summary of your proposed enchanted item titled ‘Armory of Adventures submission’ to submit(at)adventureaweek.com with the following:

  • the nature of the item (weapon, armor or wondrous)
  • one or two sentences about its appearance
  • what the item in question does
  • the components and spell(s) used in its construction
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4 Tips to Stop the Monotony in Random Encounters and Surprise Players

Image_Portfolio_101_Fantasy Jason Walton 12Everybody can enjoy the nocturnal prowling of beasts, but eventually troll raids can get a little bit stale. When the party goes off-course and the third evening of animal attacks comes to pass, consider a few alternatives to keep your players on their toes. Any NPC could be led to act as a random encounter for the party, hired or tricked by rivals or nemeses, following a falsified bounty or another case of mistaken identity or even simply be opportunistic bandits.

Here are a few of the things I keep around when I’m GMing to make sure my group remains alert and engaged when they’ve fallen foul of a random encounter:

  • Keep a collection of pre-generated NPCs near the party’s level (if you’re trying to save space or ink, keep it to NPCs of a higher level than the party.)
    • Don’t have the time to stat them all out? Do you have old character sheets? These are good to have around for surprise guests at the table or if a player dies unexpectedly at the beginning of a session and doesn’t want to miss out on all the action, but can definitely stand in as mercenaries, bounty hunters or misguided enemies.
      • For some extra fun, get your players to lend you their old sheets; just make sure to reward additional XP, not to give out too many magic items, and of course to change the NPC’s name.Image_Portfolio_1.14_Fantasy Butch Mapa 12
  • What about the plethora of NPCs here at AdventureAWeek.com? There are dozens of adventures for parties of every level. Bookmark your favorite characters (they all have hyperlinks for both D&D 3.5 and Pathfinder) when you browse through the modules for referencing later!
  • For the Pathfinder players out there, there are three extra suggestions I have for you:
    •  The first is the simplest: get familiar with the NPC Codex. There are characters for every core and NPC class, levels 1-20; I bought a copy and am super happy that I did.
    • The second is a little bit more complex but ultimately worth it: grab File Off the Serial Numbers. Within it, Sean K. Reynolds explains how to quickly strip down a monster and have it act in a different role (turning monsters into monks, clerics, wizards and paladins).
    • Don’t forget about haunts and cursed items! The AaWBlog has been consuming them for some time, and there’s already several in its gullet!
  • Sometimes monsters are unlikely or in unexpected places. If your campaign setting is a place of moderate to high magic, what’s to say an awakened animal (which could quite easily gain fighter levels) or creature far removed from its normal stomping grounds hasn’t taken the territory by chance?

Image_Portfolio_1.13_Fantasy Rudolf Montemayor 08

Whether the party is in a dungeon, on a mountainside, sailing the seas or resting in a wooded grove, if they’re there, there’s always the possibility that similar adventurers or explorers might be as well. Don’t be afraid to challenge your group with some of the suggestions above if things seem to get dull.

 

Do you have a contribution or idea for Meta Thursdays?  Send us your ideas (after reading the submission guidelines) to submit(at)adventureaweek.com with “Meta Thursday” in the subject line!

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Enganar’s Final Ballad

Enganar’s Final Ballad     CR 6
XP 2,400
CN haunt (60 ft. by 60 ft. grove)
Caster Level 7th
Notice Perception DC 24 (to hear lamented strings)
hp 12; Trigger proximity (resting within the grove); Reset 1 hourRoad adjacent to Haunted Forest

Effect When this haunt is triggered, anyone within its area must succeed a DC 12 Will save or be unable to speak intelligently (suffering a 20% spell failure chance when casting any spells with verbal components or activating any magic items that use a command word) as long as they remain within the haunt’s area. Whether they succeed on this save or not, invisible specters swarm the area and attempt to steal items from anyone inside the haunt’s (CMB +8). Any stolen items float into the air at a rate of 10 feet per round (up to 60 feet in the air) and can only be recovered by succeeding on a combat maneuver check against CMD 18. Any stolen objects still airborne when the haunt is destroyed suffer falling damage as normal. Should any more than 4 weapons rise into the air from the haunt, they drop while over a single target within the area, requiring a DC 14 Reflex save to avoid taking weapon damage + 6.

 
Destruction The bones of Enganar, hastily buried between the trees and the river, must be excavated, cleaned in the waters, after which the bard must be given a proper funeral (including a eulogy and musical accompaniment).

 
Adventure Hook
As it often is with adventuring companies, the bard Enganar fell into step with some scurrilous individuals with interest in nothing more than the treasure the minstrel recently acquired. While he fought valiantly to preserve his life, eventually the troubadour fell to their blades, mortally wounding one of the thieves before dying himself. In anger they buried his bones disgracefully, shaming his name as they did so. That night as they slept, their weapons took to their air and impaled them in their sleep. Adventurer’s found the bodies and spread word of the mysterious event, but time has passed and the legends of Enganar’s Final Ballad have fallen into obscurity. Recently an important pack of couriers left for far realms and their route passes through this odd grove. Their bodies will have been taken away by animals keen on an easy meal, but their belongings remain – oddly, their weapons are embedded in the earth.

 

 

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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Sharur, Smasher of Thousands

Sharur

SHARUR, SMASHER OF THOUSANDS

Aura strong evocation; CL 12th

Slot none; Price 100,808 gp; Weight 6 lbs.

DESCRIPTION This finely crafted hammer has vicious spikes jutting out of the head’s underside and the entire black haft of the weapon is scored with runes of violent design. Blue and black impressions cover the two-handed hammer and it glows with a harsh, pulsing cyan light.

This +4 axiomatic demon bane battlehammer (3.5)/earthbreaker (PF) consists of a long haft the height of a man, ending with a vicious sweeping head with a sharp back end and spikes protruding backwards, directly under it. Sharur provides its wielder with a +5 bonus to Knowledge (planes) checks when they pertain to information regarding the Abyss. The weapon provides a blue eldritch glow that sheds a slowly pulsing light equivalent to a light spell (bright light radius of 20 ft. and dim light out to 40 ft.).

HISTORY A character that makes a Knowledge (history), Knowledge (planes) or Knowledge (religion) check to learn about Sharur, Smasher of Thousands identifies the following fragments of lore:

DC 20     Sharur, which means “smasher of thousands” is the legendary weapon and mythic symbol of the god of war. Ancient sources describe it as an enchanted hammer of prodigious size, bloodied with the remains many opponents and smothered with violent iconography.

DC 25     In a prominent early legend, Sharur had a leading role in which the god of war loaned it to the hero Girsu to defeat Asag, a monstrous demon, and his vast horde of abyssal followers.

DC 30     According to this legend, Sharur’s role in the battle was not only as a weapon. It provided crucial intelligence to Girsu, acting as an emissary between him and the god of war, relating to him a strategy to defeat the demon and its horde.

CONSTRUCTION

Requirements Craft Magic Arms and Armor, order’s wrath, summon monster I, creator must be lawful; Cost 50,558 gp 4,033 xp

[Submitted by Jonathan Ely]

Do you have an idea for an enchanted sword, arcane-empowered armor or unique magic item? Take a look at the submission rules and send a brief summary of your proposed enchanted item titled ‘Armory of Adventures submission’ to submit(at)adventureaweek.com with the following:

  • the nature of the item (weapon, armor or wondrous)
  • one or two sentences about its appearance
  • what the item in question does
  • the components and spell(s) used in its construction
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Two Thorns in the Grand Lion’s Paw

AAW-SonicCicada-colors01Creature design can be a tough road to walk and even the most seasoned, stalwart player can lose their nerve when their nefarious monster brings them low.

This isn’t a sign that either one of you is necessarily doing anything wrong; as far as I’m concerned, it means that you’re about to crest the wave of serious immersion. Drama is high and there is a real, palpable danger to the PCs and if they aren’t preparing their things to go home, you’ve done it and you’re riding the wave.

How do you stay on the board? Weaknesses: one generalized and (to get unique) one rare.

 

My favorite example of this is from the Paizo core rules – take a look at the Jabberwock—specifically, DR 15/Vorpal and cold vulnerability.
That’s pretty specific and you know what? That’s great. A dedicated party of high-level adventurers would still be able to drop this creature, whether properly equipped for the task or not. The latter will prove to be a real challenge, but the former won’t be a pushover.

 

If you’re making any monsters yourself (and you should be – always throw a curve ball at your players) take a note from the Jabberwock.pyro

This creature brings into focus one of the principal elements in monster design. It’s clearly in the realm of high-level encounters, and it shows without having to read the slew of offensive abilities at its disposal. Following the progression of the Pathfinder Monster Creation Rules, its hit points, AC and saves fit the bill and are on average what they ought to be, so why the weaknesses?

 

The answer is a simple one: high-level encounters mean high-level abilities and powers.

A formidable, high-level combat-proficient PC (barbarians, fighters, paladins, rangers and rogues) will unleash a considerable amount of damage each round from weapons, chipping away at that stack of hit points with a fair amount of success (at that point, the frequency of critical hits rises quite a bit). Without a truly effective form of damage reduction—take a seat, adamantine—the Jabberwock will fall far sooner than any GM is going to be happy about. If a potent spellcaster is around, this wonderful “dragon” would be biting the dust if it wasn’t loaded with resistances.

 

The specificity of the vorpal enchantment means that the PCs are unlikely to have more than one or perhaps two weapons capable of completely ignoring it’s physical buffer, and the resistances (at double the value of the DR) do the same for magical attacks—any lower level spells, like fireball, are going to be practically ignored unless they produce a cold effect.

 

Gremlin final cropMonsters like the Jabberwock are unique examples of truly creative design work. This one creature can easily occupy a huge number of opponents, withstand the attacks of fell foes, while still possessing an attainable Achilles’ heel to reward the smart, prepared adventurer.

 

If you’re making a mid- or high-level monster, make sure to learn the lesson of the Jabberwock – prepare for the worst (buffer) and hope for the best (selective and generalized weakness).

[Hey, did you know I have a twitter account? The myths are true. -MM]

Do you have a contribution or idea for Meta Thursdays?  Send us your ideas (after reading the submission guidelines) to submit(at)adventureaweek.com with “Meta Thursday” in the subject line!

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Fatkeqësi’s Rabble

Zombie Handmaidens with illusion in place

Fatkeqësi’s Rabble  CR5

 

XP 1,600

NE persistent haunt (20 ft. radius in the city square)

Caster Level 7th

Notice Perception DC 28 (to see or hear the shuffling footprints of the dead crowd)

hp 22; Trigger proximity; Reset 1 day

Weakness susceptible to slashing damage, tricked by Stealth

Effect When this haunt is triggered, semi-tangible corpses spring from the ground, grasping for the living in an attempt to crush them. Every creature within the area of the haunt is the target of a combat maneuver check each round they remain within the area of effect. These corpses do not provoke attacks of opportunity, and receive a +12 bonus to their CMB.

They deal 1d6+4 damage to any successfully grappled foe, preventing any movement while the target retains the grappled condition. The haunt receives a +5 bonus on grapple checks made against opponents with the grapple condition, but cannot move or pin foes. Each round it successfully grapples, it deals an additional 1d6+4 points of damage. The CMD to escape the haunt’s grapple is 22.

The corpses created by this haunt share hit points and take damage from both positive energy and slashing weapons. The entire area is considered difficult terrain while it persists.

Destruction The corpse of the mad emperor that ordered the slaughter in the city square must be burned at the center of the haunt’s manifestation.

Adventure Hook

Fatkeqësi the Mad Emperor ruled with an iron fist. Once a great strategist and charismatic leader, in his waning years he quickly fell to vanity in the hopeless pursuit of matching the prowess he once knew as a youth. To compensate he went to unbelievable lengths to craft the finest sword in the realm, wasting the resources of his lands in his reckless pursuit; charlatans came away with much of the gold and those well-intentioned craftsmen rarely met the standards of the obsessed ruler. Each ‘failed’ sword was gifted to his personal guard, which used them to bloody effect. The final royal act of Fatkeqësi the Mad was to slaughter the protesting citizens outside his palace. Once the final peasant was slain, the horror of the act quickly led to revolution but as a descendant of the once great emperor approaches the throne, the restless spirits of the unjustly slain rise to terrorize the city square.

 

 

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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Ring of Exuberance

Celurian-Chain Link Rings

Ring of Exuberance

Aura faint transmutation; CL 3rd

Slot ring; Price 9,500 gp; Weight

DESCRIPTION

This beautifully crafted ring is actually in two parts – one is onyx black, the other sterling gold. Each miniature circlet is infused with a light cyan energy that entwine’s the wearer’s finger.

The wearer of a ring of exuberance gains a +2 enhancement bonus to Dexterity, a +10 ft. enhancement bonus to their speed and ignores all penalties of the fatigued condition (note: the wearer may still become ‘fatigued’, they simply suffer no penalties for it and receive negative modifiers when they reach the exhausted condition).

 

HISTORY 

A character that makes a Knowledge (history) or Knowledge (local) check to learn about the ring of exuberance identifies the following fragments of lore:

DC 10     Halflings are responsible for first creating the ring of exuberance with the aim of winning a grand race between villages. The rivalry was so great that a retired adventurer from one of the settlements crafted the enchanted ring for no purpose other than this race.

DC 15     The original creator was actually a half-elf. Having grown up with the halflings, the otherwise-outcast actually made the ring of exuberance to assist the burgeoning courier business of a longtime friend.

DC 20     Katra the half-elven wizard became the defender of the settlement through unlikely means – when attacked, the fleet-footed courier service quickly relayed messages about the guard and their alacrity saved the halfling town time and again.

DC 25     The magical craftswoman wasn’t the only retired adventurer; unbeknownst to the half-elf, her longtime friend Jerry Draggletuck was also a retired adventurer. Having taken to the art of thievery, he soon found that his retirement was constantly disrupted by many individuals he had stolen from or cheated throughout his lucrative career. Reluctantly, he used half of his funds to convince his childhood friend to craft relatively cost-effective rings that would enable the settlement Jerry called home to defend itself effectively.

 

CONSTRUCTION

Requirements Craft Wondrous Item, Iron Will, cat’s grace, expeditious retreat, lesser restoration; Cost 4,750 gp 190 xp

 

 

 

Do you have an idea for an enchanted sword, arcane-empowered armor or unique magic item? Take a look at the submission rules and send a brief summary of your proposed enchanted item titled ‘Armory of Adventures submission’ to submit(at)adventureaweek.com with the following:

  • the nature of the item (weapon, armor or wondrous)
  • one or two sentences about its appearance
  • what the item in question does
  • the components and spell(s) used in its construction
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A Simple 5-Step Approach for Complex Characters

A couple of weeks ago we got quite a response to an article (10 Ways to Run a Better Tabletop Game) and several folks responded with how they implement in-depth character creation—thank you! One of these approaches is so simple that its originator, John Hughes, broke it into a simple sketch. His thoughts on that area of game design are below. Enjoy! 

Image_Portfolio_104_Fantasy Jason Walton 60It’s never easy coming up with a character concept—knowing your character’s goals, hopes, quirks and foibles. Too often we ignore the intangible qualities of our imagined hero and focus on the mechanics of the numbers and abilities instead. During a World of Darkness campaign, a dear friend (but lackluster roleplayer) came up to me one day, proclaiming proudly, “I’ve got a new character concept for a vampire: Dominate plus Telepathy.”

That’s not a concept—that’s two powers strung together—and while that might be the extreme of mistaking mechanics for personality, I believe that all of us occasionally make this trade-off. Whether the setting is a casual pick-up game or a convention event, when faced with a different group at the table and a new piece of paper in hand, the temptation as the player to develop only a cursory profile can be overwhelming. Additionally, other players might enjoy the game for the sake of the combat and don’t want to divert time and effort into fleshing out their creation.

Over time, I’ve developed simple steps that, regardless of playing style, encourages quick but meaningful examination of a hero that more fully invests players in their creations.

 

Step 1: Five AdjectivesA PC in 5 parts
The first step is to come up with five adjectives to describe your character; the idea is not to just develop a string of five words from the same category: e.g. physical traits like strong, swift, lithe, nimble and sure-footed. Without variety, five adjectives are no better than one. Instead pick one word from each of the following five categories to give a character instant depth:

Past     This should describe something about how the character arrived at today.

  • Where did they come from?
  • How did training or other major events change and shape them?
  • What was their family situation (or lack thereof) and how did it affect their adolescence?

Future     You have one word describing the hero’s formative experience, now imagine the more aspirational facets of this individual.

  • How do they want to be remembered
  • What word best describes what this character hopes to do?
  • What mark do they want to leave or what role would they like to fulfill?

Image_Portfolio_1.27_Fantasy Romans-Robots 01Self     Bringing the time vista back to the present, now we’ll look inward.

  • What word best describes the character in behavior, philosophy, or appearance?
  • Is this a way the hero presents themselves as a facade, or does this represent a true personality facet?

 

Others     Look around the hero and empathize with how they must feel about the world.

  • What word best describes what your character think about others? (The definition of others could be other tribes, races, traditional enemies, close allies, nations, classes, alignments, religions.)
  • How does your character treat them?
  • What does the hero expect outsiders to think upon meeting?

Stuff     How an individual deals with other people can be completely different from how they deal with objects.

  • What word best describes the character’s relation to goods, services and social bearing?
  • Do they show an interest in tangible objects like weapons or wealth?
  • Does the character prefer intangibles like fame or power?

Gary Dupuis - Kargrin-CRemember, the quality of adjectives count! Why be “happy” when you can be cheerful, joyful, enthusiastic or even maniacal? This step is a great opportunity to break out those words you only memorized for the SAT; you may never use “nonagenarian” in a sentence, but it could be the perfect word for your wizard, who might also be decrepit or wizened (assuming your wizard is a human—for an elven wizard, “nonagenarian” is the equivalent to immature or untried.)

Don’t be afraid to try unconventional words for your concept! Many people can see a cleric as devout, but what if hanging around the temple all the time instead has made the disciple ingratiating or even sycophantic? Words with greater context or specific meaning will produce a more concrete vision of the character from this exercise.

Step 2: Draw Your Character
When describing the five areas above, I’ll draw little pictures to help visualize what I mean—I also draw in an effort to overcome any resistance or fear of this next step. This part of the exercise tends to draw heavily on the class, armor, or weapon of a character, so in some ways the illustration serves only to reinforce the role of those mechanics. Nonetheless, by encouraging the players to draw the character, the image triggers other areas of the brain, giving visual context to both the adjectives and the mechanics. The drawing doesn’t have to be great or even good, but encourage the player to try—the rewards are immediate and the practice makes the next time easier.

Note: I can’t claim to have devised this step entirely on my own—I came across a version of this idea in On The Edge by Jonathan Tweet and have been using it for two decades.

Elve_ThiefI discourage names from movies or books when players flesh out the last part of the character. An original name reinforces ownership of the hero—names like Bob or Fred can disrupt the fantasy mood—so put some effort into a plausibly authentic name.

Hopefully this quick, easy exercise will help make characters more interesting for both you and your companions during your next adventure!

 

Submitted by Jonathan Hughes [who also submitted these pictures as examples]
[Edited by Mike Myler]

Do you have a contribution or idea for Meta Thursdays?  Send us your ideas (after reading the submission guidelines) to submit(at)adventureaweek.com with “Meta Thursday” in the subject line!

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The Eternal Torment

Statue-3The 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, slightly larger than the creature it portrays. The face is contorted in pain but otherwise an aura of beauty surrounds the artwork. Upon careful examination, however, the statue surrenders its dreadful secrets—hidden hinges open revealing the interior of an iron maiden. Small spikes dot the inside, barely large enough to allow a creature to fit inside.

The Eternal Torment is a devious device used to imprison people in a torturous cage made all the more sadistic by their innocuous presence within a populated place. The statue bestows the benefits of a ring of sustenance, although the effects start only last from when a victim is fitted inside to when they leave it. The statue also has a working nondetection spell placed upon it. If a divination spell is attempted against the occupant, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 19 (as if the occupant had cast nondetection on herself). The auras from these effects are hidden, and are only discovered with a successful DC 11 Will save (see detect magic spell text for greater details on how this is discovered). The spikes inside deal 1d6 piercing damage every round The Eternal Torment is closed, receding slightly when the victim reaches 1 hit point.

CREATION

Magic Items any statue or body suitable for a golem or similar construct. 

 

A character that makes a Knowledge (history) check to learn about The Eternal Torment identifies the following fragments of lore:

DC 15      This statue bears all the hallmarks of the now extinct char’krar culture, nomadic horse raiders that conquered Kith Guhr, the jeweled city, some eight centuries ago. Seeing how comfortable city life was, their leaders abandoned their ancient ways in favor of urbanity. The few disgruntled tribesmen that voiced any concerns or reluctance were quickly found floating face down in the Ruby River.

DC 20      In the first three centuries after the fall of Kith Ghur, char’krar culture had a renaissance, going from crudely carved wooden idols of their ancestors to paintings and sculptures rivaling nearby cultures. Several of their nobles collected statues, trying to outdo each other with massive outdoor collections, called gardens. The char’krar enjoyed several profitable trade routes with nearby nations before four to five centuries ago, when a radical change overcame Kith Ghur: the temples of the city were defiled and the ancient gods were abandoned in favor of open worship of the demon lord Tzzeraxxt, lord of pain and joyful suffering. For almost a century trade continued with Kith Ghur until at last relations grew too strained to continue—the missing caravans and rumors of human sacrifices could not be ignored. Three hundred years ago Kith Ghur closed its gates for the last time as the char’krar withdrew into the city to worship Tzeeraxxt and tend to their own increasingly vile, debased, ritualistic practices of worship.

DC 25      As time passed, the gardens grew but a new feature was added—hollow statues used to torture and torment in the name of Tzzeraxxt. Many times servants awoke to find one of their number missing and another statue was added to their master’s garden; horrifyingly, they soon discovered their lost companions as statues, as the truly devout made their tombs to resemble their victims. Fear was a constant companion in Kith Ghur—no one was safe from joining a garden. The char’krar nobles tried to outdo each other in an attempt to gain favor from their vile lord Tzzeraxxt by increasing the pain caused by removal from the statuespikes were added to the hollow insides, longer spikes combined with regeneration (not that anyone were ever taken back out according to the legends). In time Kith Ghur fell silent apart from the muffled cries from some of the statues before those within died out, as the city itself eventually did as well.

DC 30      Persistent rumors speak of a few statues with the power to halt time for the occupant, it is doubtful if these statues were ever made, but if they do exist, the question arises: who or what will emerge should one be found?

 

Submitted by Brian Wiborg Monster

[edited (into a cursed item!) by Mike Myler]

 

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).