When 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 accurate; sandbox design is a way of making the campaign world more alive.
More alive? I just wanted to kill things with my character. Still, over time I came to love the new, open worlds previously unavailable to me – it was mind-blowing just thinking that I could go anywhere. I ultimately found sandbox design to be amazing and used (or perhaps abused) it for years. I went off the track just because it was expected that I could, and I could have been a better player if I hadn’t.
To this day I still expect a GM to know the proprietor of every tavern in the campaign setting. Now that I’ve taken up the gamemastering reigns myself, my views on the sandbox approach have changed…or have they?
Let’s consider it against its most polar counterpart: railroading.
I hate pure sandbox; learning everything in a campaign setting by heart? No thank you. Because I have a life, you ask? No, because there are too many cool campaign settings for me to reasonably do that (although I might add that I do have a life). For me the sandbox is of infinite size, both as a player and a GM. The player side of me loves the opportunities, but the GM part of my brain despises it, as the party can run everywhere and expect you to be prepared. This might be because my players are an evil lot, but in my opinion it is because if you give them a possibility, they will seize it. I know I would, so it is only fair that they do so when I’m the GM.
To combat the infinite size of the sandbox, I turned back to railroading. As we played around in the sandbox, we discovered the failings of railroading; it was restrictive and often proved to an impediment rather than aid to the GM. Basically, there’s a good way of railroading, and there is the bad way of doing it. Let me give you examples of both.
The wrong way:
The party is summoned to the count’s castle. A railroading trick, the players are summoned by a powerful NPC so that no one tries anything, because the NPC is so powerful.
You must go to X and before the next full moon. Another trick, make sure the distance and time given allows for no or little leeway.
Carry this treasure/ransom/document to X. Make sure the item in question is so valuable that the party will not take any chance that might endanger the item.
Arrive at X, and sit in an antimagicfield and watch the villains take off with the ransom. This is the result of bad railroading; now we can wait until next time, where we will be sent off to somewhere else.
Did this actually happen to me? Yes, and I hated it; it was boring and restrictive.
The right way:
Give the players an awesome handout. A map, a prophecy, or a book, if you are so inclined (I am looking at you Mike Myler, giving them a book, talk about raising the stakes for the rest of us.) Seriously with a handout like a map you can control their most likely path of travel (and compensate for going off the trail) and the same goes for a prophecy; any handout that controls some of or any part of their whole journey will help you narrow down your sandbox, which will help you make the passage to the destination more believable. You can prepare a few encounters and read up on the most likely towns they will visit, thereby making sandboxing a breeze.
I must admit that I don’t make handouts for all campaigns, but putting together an intriguing verse or prophecy gets easier with practice.
Checklist for a successful sandbox campaign:
1) Get familiar with or prepare a couple of backwater villages, including a small inn where the party can stay should they go too far from the path.
2) A list of names for quickly naming minor NPCs, so we can avoid the Hanson family of farmers, and the brothers Jonas.
3) You should know where the clerics that are capable of raising and resurrecting are located in the world – there is no free resurrection in every little village.
4) A list of rumors with details conveniently located on or close to the path you want the PCs to take.
5) Lists of the various city guards and mages might come in handy as well.
To sum up my ramblings:
Narrow down the sandbox.
Use an awesome handout (prophecy, map or otherwise) to influence the PCs path.
Prepare lists of useful details for the campaign.
Submitted by Brian Wiborg Monster
[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!
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 TheEternal Torment is closed, receding slightly when the victim reaches 1 hit point.
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 statue—spikes 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).
Either in a previous encounter (from last week’s Sidequest Saturday)—or by chance while in the city of Mohkba—the adventurers acquired an invitation to a masquerade ball and a beautiful mask of diplomacy +1 (actually a mask of thirst). The event is being held on the night after the party’s encounter with the trio of muggers and is lauded as the most grand occasion to come to the city in many months.
Notable persons from all over the realm will be in attendance, and the PCs are sure to meet influential and powerful individuals that hold sway over considerable resources in the Klavek Kingdom while there. Countess Darah Veresovich is the host of the masquerade, and her sizable mansion is located in the affluent area of the city. Adventurers keen to scope out the residence beforehand or wise enough to learn more about the countess may make a Diplomacy check to determine more about the event itself and the property it is being held in.
The countess is the sole heir to the Veresovich fortune after her older brother tragically died in a hunting accident. She is thought to have distant cousins, but they have scarcely visited Mohkba these past ten years.
The whole ward in which the manor is located is one of the oldest parts of Mohkba, and the Veresovich estate is rumored to be coated with small magical enhancements to amplify its presence and grandeur.
While not a recluse, after traveling to oversee Veresovich mercantile interests afar, the Countess began to create odd waves in the social climate of Mohkba that has put much of the nobility ill at ease. It’s thought that this upcoming grand masquerade is her way of mending the fences with her elite peers.
Read the following as the adventurers approach Countess Veresovich’s mansion to attend the grand ball:
A large iron-wrought gate stands open to accommodate the steady stream of gilded carriages entering the magnificent manor gardens before you. A gravelled boulevard leads up to the mansion where servants greet and assist the guests, lit by lanterns hanging from the lowliest bush to the mightiest oak, suspended on the branches of every plant in the gardens. Amongst the masked uniformed servants, a tall, gaunt man stands and surveys the scene in silence.
A servant quickly looks over your invitations and guides you to the door, where another attendant leads you to the ballroom via dimly lit corridors, finally stopping in front of a massive ornately carved door—as it opens you are overwhelmed by light and the sounds of a full-fledged nobles’ ball in Mohkba. Servants dodge dancing couples while carrying trays with glasses full of different liquors as what seems like a full symphonic orchestra provides the fantastic melodies flowing through the room.
Everywhere you look masked guests meet your gaze, some glancing cursorily in your direction. While a few avert their eyes, others seem to take a greater interest in your presence. On a long table in the back of the ballroom there are a panoply of different foods, the countess’ chefs having prepared well for the masquerade. The countess can easily be made out, a tall lithe woman dressed in a black ballgown with gold accents, her face concealed by a white porcelain mask inlaid with rubies arranged in a heart-shape pattern over the left eye. Only her smile reveals her mood behind the mask. The servant behind you whispers, “the countess wishes to make your acquaintance this eve, and wishes you to know that she expects much of you”, before closing the doors again.
Before approaching any of the members of the grand ball, the PCs can reduce the DCs for the checks required to ferret out their secrets (by 3 points) with successful DC 18 Perform (dance) checks. Otherwise, the adventurers find it challenging to get in touch with any of the nobles as the Klavek customs in observance that evening do not allow people of lesser rank to address the elite socialites of Mohkba until the unveiling at midnight. Still, the masquerade element presents an opportunity for cunning and mischievous adventurers to rub elbows with nobility—to earn their trust, however, they’ll have to Hopak!
Radimir Vlasputin, Mercantile Entrepreneur
Male human [Klavek] aristocrat 6; CR 4 (XP 1,200) HP 33 (6d8+6); AC 12 (+2 Dex) Init+2; Speed 30 ft.; Atk unarmed +0 (1d3, provokes attack of opportunity) Base Atk +4; CMB +4; CMD 16 AL Neutral; SV Fort +2, Ref +4, Will +5; Str 10, Dex 14, Con 10, Int 13, Wis 11, Cha 15 Skills Appraise +13, Bluff +11, Diplomacy +13, Intimidate +9, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nobility) +6, Perception +6, Profession (merchant) +9, Sense Motive +9; Feats Deceitful, Persuasive, Skill Focus (Appraise), Skill Focus (Diplomacy)
Igor Rastvick, Merchant of the Rastvick Trading Company
Male human [Klavek] aristocrat 6; CR 4 (XP 1,200) HP 33 (6d8+6); AC 12 (+2 Dex) Init+2; Speed 30 ft.; Atk unarmed +0 (1d3, provokes attack of opportunity) Base Atk +4; CMB +4; CMD 16 AL Neutral; SV Fort +2, Ref +4, Will +5; Str 10, Dex 14, Con 10, Int 13, Wis 11, Cha 15 Skills Appraise +13, Bluff +11, Diplomacy +13, Intimidate +9, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nobility) +6, Perception +6, Profession (merchant) +9, Sense Motive +9; Feats Deceitful (+2 bluff/disguise), Persuasive (+2 diplomacy/intimidate), Skill Focus (Appraise), Skill Focus (Diplomacy)
Frieda Manovitovich, Ensconced Socialite of Mohkba
Female human [Klavek] aristocrat 6; CR 4 (XP 1,200) HP 33 (6d8+6); AC 12 (+2 Dex) Init+2; Speed 30 ft.; Atk unarmed +0 (1d3, provokes attack of opportunity) Base Atk +4; CMB +4; CMD 16 AL Neutral; SV Fort +2, Ref +4, Will +5; Str 10, Dex 14, Con 10, Int 13, Wis 11, Cha 15 Skills Appraise +13, Bluff +11, Diplomacy +13, Intimidate +9, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nobility) +6, Perception +6, Profession (merchant) +9, Sense Motive +9; Feats Deceitful (+2 bluff/disguise), Persuasive (+2 diplomacy/intimidate), Skill Focus (Appraise), Skill Focus (Diplomacy)
Cultus Sanguineus Secrets!
Diplomacy DC 20 The entrepreneur is here in the interests of several other merchants that have heard new and truly exotic (perhaps even illegal) trade will soon be coming into Mohkba, exclusively for Countess Veresovich.
Diplomacy DC 30 Radimir was asked by Count Krev to locate the fastest runners in the land for a very specific courier job; apparently, he did not trust the services available in Mohkba or the use of magic for whatever task he was up to. A DC 24 Sense Motive checkreveals that whatever it was, Radimir doubts it was entirely within the bounds of the law (though he’s smart enough not to pry or say any more on the matter).
Intimidate DC 32 Under duress he recalls that when Krev approached him about the runners, the Count seemed to know Radimir’s thoughts during the conversation and the distinctive black mask he insisted on wearing still gives Vlasputin the chills.
Diplomacy DC 25 Countess Veresovich is an esoteric sort that enjoys exotic delicacies. The Veresovich line has been influential to trade for decades and she has enjoyed the life of a debutante—perhaps too much.
Diplomacy DC 32 Rastvick knows for a fact that Countess Veresovich is quite mad and drinks blood in her wine—not just any blood, but the blood of young women.
Intimidate DC 32 He has several times observed how the Countess has used an exquisite necklace that beats like a heart to instill envious desires in younger women. These lasses—servants or socialites, but always extremely attractive—are never seen again. Once when Igor got close to see the amulet he himself felt an unearthly desire for it and its wearer. With all his mental might Rastvick tore his eyes from the amulet and promptly left. He will remark that the amulet she wears today does not beat like a heart at the moment, but…
Intimidate DC 16 “Well no need to be so rude! Let me tell you, the way you lot carry yourselves about, someone might take…no, will definitely take offense and you might find yourself at the wrong end of a Klavek dueling blade. Proper etiquette mind you, know your place. If you want to talk to someone, do impress them with a display of “Hopak”![a traditional Klavek dance, DC 18 Perform (dance) check]
Diplomacy DC 22 Frieda knows nothing of the details of the accident and is more interested in the problems with hiring good staff. “The Veresovich manor is built in the oldest ward of Mohkba, but there are some rumors that the ward is dangerous. Last year the manor of the Ollianov family fell into a sinkhole and killed half of their staff; considering how horrible it is to get good staff nowadays, can you imagine how hard it is to find so many at the same time. Poor Darah, should it happen here, her servants are so well trained; they are here, but you don’t see them, just like a disciplined dog. Frieda shows no emotion when comparing servants to dogs and openly declares that dogs would make excellent servants, if they had opposable thumbs. She follows this macabre joke with the high-pitched laughter of the bourgeoisie.
Diplomacy DC 32 “Why yes, the countess is an avid collector of Klavek historical items and paraphernalia. Lately she has been actively searching for the cloak of Jaroslav Mandatin, the greatest duelist in Klavek history! Rumors say that the cloak was part of a set, consisting of a mask and an amulet as well, but that must be nothing more than an old wives’ tale, typically the fodder of the peasants. Now where were we, Lubov?” She gives a wolf-like smile before sipping the last bit of crimson wine from her tall glass goblet and heads to refill her glass.
If the adventurers are not looking for the remaining enchanted items from the set the mask of thirst belongs to, Krev Ragata is! His agents are seeded throughout the event and as the night drags on, an expert hired specifically for the task approaches the PC wearing the magical masquerade mask, engaging them in a conversation that seems very friendly…
Daineus Guslar, Master of Lore
Female halfling bard (sandman) 7; CR 6 (XP 2,400) HP31 (7d8+7); AC 22, touch 14, flat-footed 19 (+5 armor, +3 Dex, +3 shield, +1 size) Init+3; Speed 20 ft.; Atk mwk rapier +4 (1d4-2, Crit 18-20/x2) or mwk light crossbow +9 (1d6, Crit 19-20/x2, Range 80 ft.) Base Atk +5; CMB +2; CMD 15 AL Neutral Evil; SV Fort +3, Ref +9, Will +7 (+2 vs fear); Str 6, Dex 16, Con 10, Int 13, Wis 12, Cha 18 Skills Acrobatics +9, Bluff +15, Escape Artist +13, Linguistics +9, Perception +7, Perform (oratory) +18, Sense Motive +9, Sleight of Hand +13, Spellcraft +11, Stealth +12; Racial Modifiers+2 Acrobatics, +2 Climb, +2 Perception; Feats Ability Focus (slumber song), Skill Focus (Perform [oratory]), Spellsong, Voice of the Sibil; Languages Common, Halfling, Klavek, Vikmordere, 4 bonus languages (GM’s choice) SQ Bardic knowledge, bardic performance (move action, 20 rounds/day; countersong, distraction, fascinate [Will DC 17], inspire competence +3, slumber song [Will DC 19; as deep slumber, no HD limit], stealspell [Will DC 17]), cantrips, lore master 1/day, versatile performance (Diplomacy, Sense Motive), well-versed Gear +1 chain shirt, +1 heavy wooden shield, masterwork light crossbow (15 bolts), masterwork rapier Bard Spells Known 3rd (2/day)—charm monster (DC 17), confusion (DC 17) 2nd (4/day)—blindness/deafness(DC 16), hold person (DC 16),suggestion (DC 16), tongues 1st (5/day)—charm person(DC 15), cure light wounds, disguise self, feather fall, summon monster I 0th—detect magic, ghost sound, lullaby, mage hand, prestidigitation, read magic TACTICS Daineus uses Spellsong (swift action, Perform [oratory] vs observer’s Perception/Sense Motive to realize a spell is being cast) to hide charm person and lullaby before using suggestion to draw the member of the party with the mask of thirst away into an otherwise empty chamber, where she tries to convince them to give her the item willingly—even offering another mask of diplomacy +1 in trade. Anyone that interferes is targeted with blindness/deafness or confusion (hidden by Spellsong). If bartering fails, Count Krev (hiding in the shadows; his statistics will be on the AaWBlog tomorrow, but in the meanwhile use the “Freelance Thief” entry in the Pathfinder Roleplaying Game: NPC Codex if need be) loses his patience and assaults the PC, attempting to wrestle away the mask of thirst physically! Five of his most trusted acolytes, scattered throughout the masquerade, come to back him up and ensure none of the guests realize that there is an attack going on in one of the mansion’s rooms.
CR 4 (XP 1,200) Male or Female human (Klavek) fighter 4/sorcerer 1 HP 44 (4d10+1d6+19); AC 18, touch 14, flat-footed 14 (+6 armor, +3 Dex, +1 dodge) Init+3; Speed 30 ft.; Atk mwk rapier +6 (1d6+3, Crit 18-20/x2) or mwk light crossbow +8 (1d8, Crit 19-20/x2, Range 80 ft.) Base Atk +4; CMB +5; CMD 18 AL Neutral Evil; SV Fort +3, Ref +6, Will +3; Str 12, Dex 16, Con 15, Int 8, Wis 10, Cha 14 Skills Bluff +8, Intimidate +7, Knowledge (religion) +4, Perception +5; Feats Combat Casting, Dodge, Greater Spell Focus (necromancy), Spell Focus (necromancy); Eschew Materials, Toughness, Weapon Focus (rapier), Weapon Specialization (rapier) Sorcerer Spells Known(CL 1st; concentration +3, +7 defensive; spell chance failure 25%) 1st (3/day)—ray of enfeeblement (DC 15; CL 2nd), ray of sickening (DC 15; CL 2nd) 0th—acid splash, detect magic, mage hand, touch of fatigue (DC 14; CL 2nd) Bloodline Undead (Sanguine) Gear masterwork breastplate, masterwork rapier, masterwork light crossbow, 78 gold The Blood Is the Life (Su) Sanguineus Acolytes can gain sustenance from the blood of the recently dead 5 times a day. As a standard action, they can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as them, and must have blood. This ability heals the Sanguineus Acolyte 1d6 hit points and nourishes them as if they’d had a full meal. TACTICS These cultists have little regard for their own well-being, believing (falsely) that an afterlife of pleasure or existence as an immortal undead awaits them. They will wade into battle, attempting to first weaken and sicken their targets with spells before dashing forward with their rapiers. The instant another of their group falls, however, any adjacent Sanguineus Acolytes are overcome by blood lust—they drop to the ground and feed on their recently fallen peer without regard to any dangers doing so might present.
At this point in the adventure, either Count Krev has the items and dons all three (the mask of thirst, cloak of the dark servant and amulet of the sundered heart) or one of the PCs does: doing so causes them to disappear entirely until the stroke of midnight! However, Countess Veresovich has been prepared for the arrival of the Cultus Sanguineus items for some time and her entire mansion is warded specifically for their use. If a creature dons all three items while within her home, the entire manor and its surroundings are coated in magical darkness for 3 rounds as they are affected by the items’ rituals.
Countess Veresovich’s preparations protect the creature from the harshest of the Items Sanguineus’ effects: only on a natural 1 will they fail the associated Fortitude and Will saves, though they still disappear until midnight. On the end of the third round, the magical darkness from all around the mansion draws back in on itself and explodes into a vortex of blood that splatters everywhere, coating all squares previously occupied by the disappearing creature in a fifteen-foot radius.
Blood Vortex — CR 9
XP 6,400 NE persistent haunt (manifestation) (15 ft. radius) Caster Level 14th Notice Perception DC 20 (to get a feeling of a centuries old hunger which soon shall be sated) HP 40; Trigger (special see text); Reset 1 day Effect When the items transform anyone into a vampire, Exsanguinator’s desire and yearning for blood manifests as a swirling vortex of razor-sharp blood droplets. The manifestation deals 10d6 damage (Reflex DC 22 for half). The vortex remains stationary and lasts for two rounds, after which the vortex harmlessly dissipates. Destruction: A manifestation is indestructible permanently unless the entity behind it is slain or banished back to whatever realm they came from.
After someone has donned all three of the Items Sanguineus, the nobles and merchants at the grand ball become far more talkative and Countess Veresovich is nowhere to be seen—the DCs for them to reveal their secrets drop by 10 and may be attempted again if previously failed.
Were that not enough, the Exsanguinator has been waiting, watching his acolyte Veresovich mastermind the bloodbath about to take place. The blood vortex caused by her rituals of protections and the Items Sanguineus draw his hunger; he locks the building down, barring the outsides with walls of force (CL 14th). On the other side of the walls of force are more of the blood vortex haunts, out to a radius of 20 feet from every surface of the building’s outside walls.
The adventurers (possibly missing one of their own) are trapped within Veresovich Manor, surrounded by the extremely-panicked nobles and merchants, utterly bereft of a host or direction! They must try to divine what is going on before the stroke of midnight, when all HEL breaks loose…
XP 3,200 CE haunt (10ft. x 70ft. roadway) Caster Level 9th NoticePerception DC 25 (to hear the faint neighing of galloping horses) Hp 14; Trigger proximity; Reset 1 day Effect A sickly florescent green horse-drawn carriage with ghostly tendrils trailing after it hurtles down the forested roadway. The curtains have been drawn and the interior cannot be seen and while the details upon the carriage show that it is a noble’s, it does not indicate which noble or even which family.
When the count’s carriage is triggered, the carriage appears and moves 70 feet down the road (in one turn); any target within ten feet of the carriage at any point during its move are attacked by one of the ghostly tendrils (melee touch +9). On a successful hit, the victim is pulled into the carriage. Here he suffers the same ordeal as the count’s victims centuries before (an effect emulated by a slay living spell).
Resisting this haunt requires a successful Fortitude save (DC 17). The victim is thrown out of the carriage afterward (whether dead or alive) although any survivors elicit a primal scream of rage from the carriage as it dashes away.
Destruction The original count’s carriage (located in the forgotten Dungeons of Anguish) must be burned while watched over by a cleric of a good-aligned deity.
Adventure Hook Two hundred years ago, the Uberwald forest was the home of the Uberwald Fiend. Victims were found along the road, their faces frozen in terror with horrific injuries from slashings to their bodies. These atrocities followed no particular pattern, afflicting nobles and commoners alike. When Count van Twerten was found to be the Uberwald Fiend, massive mobs descended upon his manor and burned it to the ground. The count escaped in his carriage during the commotion and was never caught; the reputed Dungeon of Anguish, below the manor, was never found. Recently slain persons showing the same signs as the victims of old have begun to turn up along the forest road. Whispered rumors in the roadway’s inns speak of the return of the count, or possibly something even more sinister.
Do you have a chilling idea for a haunt? Send it along to us at submit (at) adventureawee.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 (ex: The Drowned Maiden).
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.
“The mushrooms in this cave glow with different colors, small puddles of water next to some of the fungus patches reflect the light up onto the cavern walls and ceiling—it is a beautiful and mesmerizing sight indeed in this otherwise dark monotonous realm”
Upon observing the mushrooms closer, read the following:
“As you look at the mushrooms, you begin to make out patterns and something that looks like letters or runes—but surely your mind must be playing tricks on you.”
Any kind of check related to visually interacting with the mushroom patches will trigger the trap (Knowledge, Perception, Survival, etc.; this does not include Perception checks made by a character with Trapfinding.)
Somnambula Patch CR 5 XP 1,600 Type magical; Perception DC 30; Disable Device DC 30 Trigger special (looking at the patch); Reset automatic Effect When seeing the symbol of sleep which has been cultured to grow in some of the patches, a character must take a DC 17 Will save or fall into a catatonic slumber for ten minutes.
The somnambula patch is not the most dangerous thing in the cavern—the gardens have been grown to catch prey for Gelwar, a svirfeneblin wizard and his deformed, adopted two-headed brother (Orak and Jeeves).
This small, hairless gnome has gray skin, and large eyes. He wears a black robe with red trimmings that sparkle in the fungal glow.
Gelwar CR 6 XP 2,400 Male svirfneblin wizard (enchanter) 6 N small humanoid (gnome) Init +7; Senses Darkvision 120 ft., low-light vision; Perception +9 DEFENSE AC 21, touch17, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +2 dodge, +1 size) hp 33 (6d6+12) Fort +7, Reflex +9, Will +10 SR 17 OFFENSE Speed 20 ft. Melee dagger +2 (1d3-2, Crit 19-20/x2) Ranged touch +7 Special Attacks dazing touch 6/day (standard action, melee touch, daze for one round) Wizard Spells Prepared (CL 6th; concentration +9; arcane bond [ring]) 3rd—deep slumber (DC 18), hold person (DC 18),suggestion (DC 18) 2nd—bull’s strength, hideous laughter (DC 17),invisibility, web (DC 15) 1st—expeditious retreat, mage armor, magic missile (2) 0th—acid splash, ghost sound (DC 13), light, resistance Prohibited Schools conjuration, necromancy STATISTICS Base Atk +3; CMB +0; CMD 13 Str 6, Dex 16, Con 13, Int 16, Wis 12, Cha 8 Feats Combat Casting, Greater Spell Focus (enchantment), Improved Initiative, Scribe scroll, Spell Focus (enchantment) Skills Appraise +10, Knowledge (arcana) +10, Knowledge (dungeoneering) +12, Knowledge (local) +10, Perception +9, Spellcraft +12, Stealth +15 (+17 when underground) Languages Aklo, Common, Gnome, Terran, Undercommon SQ Arcane school (enchantment), cantrips, defensive training, fortunate, hatred (+1 to hit vs. dwarven subtype), stonecunning Gear cloak of resistance +2,dagger, potions of cure light wounds (3), potion of invisibility, ring of protection +1, spellbook, spell components, 1,542 gold pieces TACTICS Gelwar casts mage armor before the party reaches the cavern (the +4 to AC has already been included in his statblock). He then casts bull’s strength on his “brother” (also included in the statblock). In combat Gelwar tries to incapacitate opponents using his 3rd-level spells, then hideous laughter and web before switching to spells that deal damage. Invisibility and expeditiousretreat are used to flee should the battle turn against them. If Orak and Jeeves goes down, Gelwar surrenders in the hopes of saving his friend and offers his small treasury if the party will help to kill the drow scouts in the eastern caves (see Alternate Solution).
This large lumbering ad hoc version of a svirfneblin is clad in dirty rags and sports two heads, the right one a filthy, drooling, pig-like face. The left head seems to be well-groomed but only on the left side and repeats the phrases, “jolly good mate”, “we are awfully sorry old chap”, and “pardon me, just flailing through here” while in the midst of combat. The right head merely growls in annoyance over the left head’s chattiness.
Orak and Jeeves (1) CR 6 XP 2,400 CE large humanoid (giant) Init+3; Senses Low-light vision; Perception +14 DEFENSE AC 18, touch 8, flat-footed 18 (+2 Armor, -1 Dex, +8 natural, -1 size) hp 65 (10d8+20) Fort +9, Reflex +2, Will +5 OFFENSE Speed 40ft. Melee 2 flails +14/+9 (2d6+8) Ranged 2 javelins +5 (1d8+6) Space 10ft.; Reach 10 ft. Special Attacks superior two-weapon fighting STATISTICS Base Atk +7; CMB +16; CMD 25 (27 vs. trip) Str 27, Dex 8, Con 15, Int 6, Wis 10, Cha 11 Feats Cleave, Improved Initiative, Improved Overrun, Iron Will, Power Attack Skills Handle Animal +8, Perception +12; Racial Modifiers +4 on Perception Languages pidgin of Gnome and Undercommon Gear a collection of shiny rocks, and a large hand puppet with blonde curly hair (named Mr. Wiggles). SPECIAL ABILITIES Superior Two-Weapon Fighting (Ex) Orak and Jeeves fight with a flail or javelin in each hand. Because each of its two heads controls an arm, Orak and Jeeves do not take a penalty on attack or damage rolls for attacking with two weapons. TACTICS Orak and Jeeves happily wade into combat, hitting the character that most recently dealt them damage in melee, but should Gelwar’s spells put any opponent prone they pummels that foe relentlessly (they let Gelwar deal with the spellcasters).
AREA FEATURES The main cavern is laid out as a garden and a few stalagmites rise up and and provide sparse cover (10% miss chance). A small cavern behind a concealed entrance (Perception DC 25 to spot), make up the living quarters of the pair of svirfneblins.
SCALING THE ENCOUNTER CR 8 (XP 4,800) Add the quick rules young template to both Gelwar and Orak and Jeeves, (+2 to all Dex-based rolls, –2 to all other rolls, –12 hp)
CR 10 (XP 9,600)
Add the quick rules advanced template to both Gelwar and Orak and Jeeves, (+2 on all rolls [including damage rolls] and special ability DCs; +4 to AC and CMD; +12 hp). Increase the number of somnambula patch traps to two.
ALTERNATE SOLUTION The pair lived in relative peace and harmony until a few months ago when they were discovered by a drow scouting party. The dark elves gave them an ultimatum—they wanted prisoners delivered to them by Gelwar or they would drag both back to their fleshcraft laboratories, where the two of them would know the meaning of horror and pain before their minds finally broke. The svirfneblin reluctantly agreed and ever since the gardens have supplied the drow with victims for their vile practices. Gelwar wants nothing more than seeing the scouting party killed, then he and his brother would be free to travel to another part of the Underworld and continue their existence—a place where Gelwar could grow the mushroom patches that soothe his brother, a cavern of sleep.
Thank you for voting for us in the Best Blog category of the 2014 ENnies and helping us bring home the Silver!
My woefully unprepared speech at this year’s ENnies does not at all do justice to you fine readers and everyone who voted for the AaWBlog this year! We are all extremely grateful for this prestigious recognition, and look forward to another year of providing some of the best RPG content on the net!
In honor of the captain of the ship, Jonathan G. Nelson, today we’re going to do a little retrospective to give those interested some insight into how the AaWBlog! became an award-winning institution. If you’re here for your weekly fiction or plot wrap-up, it’ll just have to wait another seven days. 😀
There was a blog on AdventureAWeek.com before, “Critical Hit to the Blog” by Will Myers. While a nice place for some keen insight, it wasn’t really the kind of spot you’d be checking every day for content (maybe once a month? I’m not sure it’s been a while since I looked) and didn’t hold as strong a readership as AdventureAWeek.com rightly deserves. Will is still in college, too, so his time for it was limited.
For my part, my first blog post anywhere was on May 4th, 2012. I know the day exactly not because I can look up the post (it was for a ribald humor site of my own making I have since disabled; the title had a bat of sorts, if you’re clever and eager enough to find it), but because that was the day that Adam Yauch (MCA of the Beastie Boys) shuffled off the mortal coil.
I remember sitting in this same spot, aghast and unsure of the world. MCA and the Beastie Boys influenced a great deal of my life. I’d just watched the (AMAZING) Fight for your Right to Party (revisited) video for the umpteenth time the day before. How could this be real? Was it? What was going on?
To deal with it I started writing some funny, and vowed to keep on writing; with the brilliance of MCA gone, there’d be more than enough room in the creative space of the world for the likes of me. Over a few months (nearly a year, actually) I accrued a following, but ultimately walked away when I scored my first paid writing gig, deciding that burying the humor site’s existence was the smart thing to do.
After getting into AdventureAWeek.com’s writer pool with The Damned Souls of Fenleist (which sold out at GenCon, save for the copy I brought home! Must be the folding puzzle in the back…), I kept very close tabs on what was going on there as Rise of the Drow (which also sold quite a few copies last weekend!) came together. At one point or another, Jonathan put out a call for folks to write on the blog.
It seemed like he was unsure of exactly what he wanted, so I pitched a concise plan: magic items on Monday, traps on Tuesday, GM articles on Thursday, quests on Saturday, and monsters on Sunday (using mostly alliterative titles).
Jonathan was enthused.
Since Rory Toma was already doing TrapADay.com, it seemed right for him to guest-star on Tuesdays and he was interested in doing it. Then other contributors came along after a month or two – Jonathan Ely with his magic items, then Brian Monster with his penchant for haunts, leading to Weird Wednesdays.
This would be where things started to get a little out of control and somebody asked for an item to turn into a vampire.
I suggested, “hey guys, let’s write something every day, and then link them together“, like it was the simplest thing in the world. Thus began Cultus Sanguineus, and our practice of incredible content creation reached full tilt. Now we’ve got Mischievous Meadows, Maddening May, Tribal Troubles, Wonders of Naeracull (the first of what will soon be many AaWBlog Presents PDFs!), and now, Destiny Derailed.
It is madness. Utter madness. It is a fine accomplishment to be the ringmaster of this crazy circus, and I am privileged to be able to thank you all for making it an ENnie award winning blog. It is humbling to see something I pitched out a little more than a year ago reach such a high industry standard, and I am truly touched by it.
This is getting long-winded and wistful so now seems like a good time to bring it to a close. I hope you are all looking forward to this year as much as I am; I hear that a Paizo-published guy (hint: he has the same initials as me) is on board for this Timeaus place next month…
The gentle sound of a small stream running through the swamps calls you closer. The Clearwater Caverns is the eye of the storm in the Dar’Spelun Slugmarsh. Any light source is reflected from the stream up unto the walls and ceiling in bluish hues—the view has a soothing effect after all the madness that otherwise seems so prevalent in this hellish place.
Torgould’s Rest CR 5 XP 1,600 NG special haunt (30 ft. by 30 ft. cavern) Caster Level 5th Notice Perception DC 21 (to see the fluorescent image of a regal dweorg beckoning you) hp 22; Trigger proximity; Reset 1 day Effect When this haunt is triggered, Torgould appears as he did before he died—a dweorg regaled in all the glory of his peoples. Anyone in the haunt’s area of effect can hear his soft voice: “Welcome to this accursed place, travelers. I met my doom here—hopefully you will not follow me”. Torgould serves as a guide in the Dar’Spelun Slugmarsh; he answers any question the party asks, but can only communicate within his area of effect. Below are examples of Torgould’s knowledge of the Dar’Spelun Slugmarsh, but it is not exhaustive; in addition to telling the party of the Sunken Asylum and Tangleroot Forest, he can inform them of anything else the GM wants the adventurers to know about. Destruction As stated under Bolghar’s Despair, bringing Bolghar the message of Torgould’s forgiveness also destroys this haunt, granting XP for both haunts. Once Bolghar and Torgould’s haunts have been destroyed, Torgould can no longer assist the party, but he grants each PC a +2 insight bonus to Will saves for the next 24 hours.
Bolghar “Bolghar was my brother, but he was suffering from the curse of youth, brashness, and pride.” “He always thought he should lead the expedition and when the madness of the marsh gained foothold in his mind, Bolghar’s fate was sealed.” “I am sorry I did not see my brother’s slow descent into madness until it was too late.” “Yes he killed me, but it was not the Bolghar I knew—he was long gone at the time of the fateful event.” “I wish he knew that I forgive him for everything that transpired here, so he can finally rest.”
Giant Slug “Yes Nogth Ma’klurl’uth is its true name, a creature of insanity.” “It comes here from a planar rift somewhere in the Veil, to the south of here.” “Bolghar was killed in battle with Nogth Ma’klurl’uth—I like to think that the Bolghar who died in the beast was the Bolghar I knew my entire life.” “I have watched men go insane in the presence of the madness slug, and just standing and waiting for its maw to take them. Too many good men have died for the might of the madness that crawls.”
Slug Hunter “Vyn the slug hunter, you say? He lives in a shed southeast of here—it is not of dweorg workmanship if you know what I mean.” “He suffers from a malady, and needs the glands of karz slugs in order to create a remedy.” “Vyn seeks to fell the queen of the slugs, in the hopes that her gland will cure him entirely.” “If it will help him I don’t truly know, but if you seek a cure you should talk to him about it.”
A 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.
Nogth 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 21; SA 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
So you have a PC that’s got a phobia, and you are tired of all the usual ones? Spiders, snakes, rats—well take a look below! Here are eight offbeat phobias as well as an old friend (but with a new take on the rules).
Phobia Rules A phobic character gains the condition shaken as long as the source of the phobia is obvious. If a phobic character is directly confronted by his obsession (requiring a standard action by an opponent deliberately attempting to trigger the reaction), he must make a DC 14 Will save against the insanity or become frightened by the object for 1d6 rounds.
Ablutophobia is the irrational fear of bathing. While this phobia might not matter in some societies, in a fantasy setting half-orcs and most monster races might not take offense by the unwashed adventurer, as well as most wilderness settlements. The exceptions to this would be backwater elven settlements and the like, where they keep to a high degree of cleanliness. There are however plenty more societies where the unwashed adventurer suffers negative modifiers to social encounters. It is important to remember that we are talking about a phobia, not simply a dirty and sweaty adventurer. A character suffering from ablutophobia can avoid bathing for months—or longer. The phobia results in a -2 penalty to social Skill checks and Charisma checks. Needless to say, the character might want to take a rain check when the party meets high society folk.
Aurophobia is the fear of gold, also known as the Dwarven Plague. Dwarves with this phobia are usually shunned by their peers, forced to leave their friends and family behind as they find a new home, far from the gold so common to dwarven cities. This phobia has forced many adventurers into early retirement, leaving them to beg for silvers or coppers in the streets. Aurophobia is also a good quirk for a beggar the party encounters—he just looks at their faces, then screams and throws away the gold piece, running for the hills in fear. This phobia is well suited for the standard rules for phobias, but it deserves mentioning for the sheer hilarity it can bring to a campaign. I mean seriously—afraid of gold!
Catoptrophobia is the fear of mirrors. This phobia bears mentioning specifically for campaigns where vampires are common. A character who does not want to look into a mirror? That gets a vampire hunter’s attention.The character does not use mirrors for any task, including but not limited to scrying and grooming. Apart from the antipathy to mirrors the usual rule applies.
Claustrophobia is the well-known fear of confined places. Many delves if not all involve tight confined spaces, and the adventurer feels more at home under the open sky than beneath the ground. When venturing beneath the ground, he is edgy and overly worried of the chance of cave-ins, endlessly checking the cavern wall, floors and ceilings. While easy to use with the standard rules, I suggest the following add on: enemies flanking the character gain an additional +1 to attack rolls as their target does not concentrate fully on the situation, distracted by an impulse to go for open ground.
Hagiophobia is the fear of all things holy. In places where there are more gods than countries, this phobia is always fun to watch play out. The character is struck by an intense fear of gods and their clerics and temples. It is important to note that the character is fearful of the gods and not an atheist—he believes they are real, but that they are to be feared. The most crippling effect of hagiophobia is the fact that before accepting any kind of aid from the gods, the character must take a Will save (DC 10 + spell level + the spellcaster’s Wisdom modifier). Apart from that the character follows the normal phobia rules when exposed to instances of divine power or holy symbols and the like.
Hylophobia, the fear of trees, woods and forests, this is the elves’ version of the Dwarven Plague, known as the Elven Illness. While this phobia does not seem so bad at first, please consider who can contract it—for druids this phobia will be devastating! In the deep forests of the world, the tale of Stoneoak is told at campfires, the treant who became scared of trees and by extension himself, so frightful that he eventually threw himself into a forest fire to free himself of a life of fear and self-loathing. Apart from the standard rule, the character cannot use any items in which wood is incorporated into the design.
Methyphobia is the fear of alcohol, by many considered the bane of adventurers everywhere. In regards to how many hours are spent in taverns by adventurers, this phobia is a severe hindrance. At some social functions the character is at a distinct disadvantage but the views upon methyphobia sufferers vary from culture to culture; dwarves might find it odd, whereas elves view it with curiosity or downright contempt for not being able to conquer one’s fears. Sufferers from methyphobia do not drink alcohol even if they make their saving throw; a success means that they sit in the tavern, but are visibly uncomfortably while doing so.
Necrophobia—fear of the dead, corpses, tombstones, and coffins. This phobia is a good one to spring on adventurers fond of fighting undead (though if you are overly fond of it, maybe you are already a little deranged!). It triggers both from the environment and creatures, so you get two for the price of one. As a side note let the party stumble into Hell Darkstorm, necromancer extraordinaire—if he had not developed necrophobia sufferer, anyway. Now he sits in a tavern hoping that people will believe his tales; perhaps the party hires him to go into the catacombs below the city streets? This phobia incurs a -2 penalty to saving throws against spells and spell-like effects coming from undead creatures. Furthermore, the usual rule applies for both the environment and undead creatures.Alternatively instead of the penalty, it could make the character deal nonlethal damage to living opponents as he does not want to be responsible for creating his own fear, so to speak.
Wiccaphobia is the fear of witches, and this shouldn’t be a phobia—witches should always garner the greatest respect from adventurers because they are witches! In a fantasy setting this phobia would be fear of any kind of magic from hedge wizards and old wise women (which we all know are witches in disguise). The usual rule applies to any encounter with witches, and the character suffers a -2 penalty to saving throws made to resist spells cast by witches, and the character will not let a witch cast any spell on him (even if the spell is beneficiary). A particular mean GM might even impose the rule that the character fears both sorcerers and witches (in which case the rule applies to spells cast by either sorcerers or witches).
Curing Phobias Recovering from a phobia is a lengthy process—once per week, the character makes a Will save against the insanity’s current DC. Success on this save reduces the phobia’s DC by a number of points equal to the character’s Charisma bonus (minimum of 1). The character continues to suffer the full effects of the phobia until its DC is reduced to 0, at which point he is cured and the phobia vanishes completely.
Lesser restorationhas no effect on insanity, but restoration reduces the current DC of one insanity currently affecting a target by an amount equal to the caster’s level. Greater restoration, heal, limited wish, miracle, or wish immediately cures a character of any insanity they are afflicted by.
Disclaimer: Any point of view expressed in this article is the opinion of the writer and does not in any case represent, define or otherwise reflect the view of the AaWBlog, AdventureAWeek.com, or AAW Games, Inc. For more information on insanity in Pathfinder, see the “Sanity and Madness” section in Chapter 8 of the Pathfinder Roleplaying Game: Gamemastery Guide. Phobia rules and Curing phobias are taken from Paizo’s Gamemastery Guide.