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Salthor’s Lament

Round ChurchSalthor’s Lament     CR 5

XP 1600

N haunt (20 ft. radius)

Caster Level 5th

Notice Perception DC 18 (to notice pitiful sobbing)

Hp 10; Trigger proximity; Reset 1 day

Effect: As the haunt manifests a fluorescent figure clad in tattered priestly robes appears wearing a holy symbol of (insert deity appropriate to your game). His despair weighs down upon anyone in the haunt‚Äôs radius (as per the crushing despair spell; Will DC 16 negates. This haunt is accompanied by a hoarse whisper saying: ‚Äúforgive me, what have I done? Please forgive me‚Ķ‚ÄĚ

Destruction: A cleric or paladin of the same faith as Salthor Crumm must forgive the restless spirit for his actions; this forgiveness must not be taken lightly, the apparition’s actions in life were truly heinous and despicable.

Adventure Hook: Centuries ago the priest Salthor Crumm began receiving messages from his chosen deity. These messages were small requests of a benign nature, but over time they turned to more questionable practices; Salthor did not notice the change as he firmly believed that his god was speaking to him. He made the townspeople change their judicial code to involve harsher punishments, including the death penalty for blasphemy. One day the priest’s own wife spoke out against the severe changes in the town and Salthor’s god demanded that she should along with their children as the seed of blasphemy had taken hold in them all.

It was not until Salthor Crumm watched the pyres where his family burned that he saw the error of his ways. Distraught he cried out to his god, but only the mocking laughter of a fiend came back. Unable to live with the weight of the atrocities he had carried out falsely in his god’s name, the priest took his own life days after the death of his family. His body was found in the ruined tower that now carries his name: Salthor’s Lament.

 

Alternate Destruction: With a few tweaks, the haunt can be a hook for a higher level group. In this case the destruction involves finding the responsible demon and killing it, bringing the fiend‚Äôs heart to Salthor‚Äôs Lament. The party is hired by townspeople that want to put the priest’s soul to rest so they can tear the tower down and build a new granary on the grounds. They insist that he is put to rest peacefully – the townsfolk have grown accustomed to the apparition and seek the rest and forgiveness he so desperately needs.

 

Submitted by Brian Wiborg Monster.

 

 

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

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6. All decisions of Adventureaweek.com, LLP and their arbiters are final.

7. There is no compensation provided ‚Äď 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).

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The Traitorous Apprentice

InnThe Traitorous Apprentice CR 7
XP 3,200
CE haunt (20 ft. radius)
Caster Level 7th
Notice Perception DC 18 (to notice the permeating smell of burned flesh)
Hp 10; Trigger proximity; Reset 1 day

Effect: This haunt is triggered when a character touches any of the remains from the fire within the ruin, manifesting as a maximized fireball (60 points of fire damage, Reflex DC 19 for half). Green flames spring up from the ground where the touched object was located, several skeletons writhing in pain becoming visible within the blaze. 

Destruction: Ghalen must be tracked down and convinced to hand over Tallion’s amulet, which must then be returned and buried in the center of the ruined inn.

Adventure Hook: Two months ago the Worn Boot Inn in Chesterton burned down during the night. Several locals and travelers died in the fire and with the flames now in the recent past, would-be adventurers have taken to exploring the burnt out remains of the Worn Boot. So far three burned husks have been found after such excursions into the ruins; survivors tell of a raging inferno rising from the ground and consuming everything in its path. After this conflagration dies down the survivors tell of a hoarse whispering voice filling their heads as the flame’s ember’s fall to ash, but no one has been able to understand the language it uses thus far.

The wizard Tallion and his apprentice Ghalen were travelling and stopped for the night in Chesterton. That night Ghalen decided to strike against his former master – he murdered Tallion in his sleep and stole his amulet. Setting the fire to cover up his crime, he then fled into the night, seen escaping in the direction of Kandrasax. The fire quickly spread and due to a faulty well, the efforts to fight the flames were in vain. The Worn Boot burned to the ground with the screams of trapped occupants finding their doom in the conflagration. Now Tallion‚Äôs rage over the betrayal fuels the nightly fires, and he can only communicate with the living using his exotic native tongue: “Ghalen…the traitor runs to Kandrasax…return my amulet…”

 

[Submitted by ¬†Brian Wiborg M√łnster.]

 

Do you have a chilling idea for a haunt? 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 ‚Äď 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).

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AdventureAWeek.com’s Blog Contributors

Who feeds the AaWBlog? How do we keep such a hungry thing adequately nourished, nay, contained? There are plenty of people that contribute to the AaWBlog’s continued growth and success!

Graduation

Jonathan Ely is a British former soldier and currently a Health & Safety, Fire Safety and Environmental Specialist, forever searching for a way to defeat foolishness in the workplace. As a way to relax, he spends much of his precious off-time amusing his two kids, reading, and playing and designing significant quantities of Pathfinder and Shadowrun stuff.

   

 

Brian WiborgBrian Wiborg M√łnster hails from the land of the ice and snow, well with global warming, it is more like the land of mud and rain; Denmark. He is happily married, and has two sons who look forward to learning how to kill dragons; you never know when one might show up. When not thinking up devious traps and other ways to hurt characters, he floods AaWBlog with submissions, some good some bad, but all editable. He’s currently starting up a new¬†group so he can live out his evil compulsions on hapless characters.¬†

 

Rory Toma

Rory Toma runs Trapaday.com. When he isn’t thinking about the devious demise of characters, he can be found either working out or working on the Linux kernel.

 

 

Mike Myler

Mike Myler¬†is a voracious writer, editor and game designer the likes of which the world has never seen (mostly because he’s such a hermit). Mike is writing for¬†or has written for¬†AdventureAWeek.com, Fantasy¬†Flight Games, Frog God Games,¬†Louis Porter Jr. Design¬†and¬†more; if you like what you see, he’s got a¬†self-publishing imprint as well¬†(which includes a¬†free product). Whenever you see a post on the AaWBlog that isn’t a trap and doesn’t have a credited author, you can blame him.

 

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The Count’s Carriage

Kobold TrailThe Count’s Carriage     CR 9

XP 3,200

CE haunt (10ft. x 70ft. roadway) 

Caster Level 9th

Notice Perception DC 25 (to hear the faint neighing of galloping horses)

Hp 14; Trigger proximity; Reset 1 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 haunt 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 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 ‚Äď 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).

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The Drowned Maiden

Here at AdventureAWeek.com we know the value our readers; your comments, opinions and suggestions are our bread and butter. When somebody sends us a solid idea we want to see it developed and released upon the world at large.

In that spirit, we are happy to announce Weird Wednesdays, a venue for Haunts in the Pathfinder Roleplaying Game.

This week’s entry (and the wonderfully alliterative name ‘Weird Wednesdays’) was submitted by AdventureAWeek.com user Brian Wiborg M√łnster. It is a hazardous and curious invention sure to engage your players,¬†inspired by the [surprisingly good – MM] movie¬†Stardust.

The Drowned Maiden     CR 8

XP 4800

CE haunt (20 ft. by 20 ft. square)

Caster Level 8th

Notice Perception DC 28 (to notice a slight increase in humidity)

hp 16; Trigger proximity (one random 5 ft. square in the area); Reset 1 day

ghost__keith_curtis

Effect: When this haunt is triggered, one randomly determined target in the affected area is pulled five feet into the air where they start to drown, as per the effects of the spell suffocation. The Fortitude save to resist this haunt is DC 17. The target behaves as if underwater, clothes clinging to their body and hair weaving about the head.

Destruction: The body of the miller’s drowned daughter must be retrieved from the lair of a monster outside the city, and her corpse must then be buried in hallowed ground.

 

Adventure Hook: The settlement of Eastingholme is gripped in fear. Several villagers have been found drowned far from any significant body of water. These mysterious deaths started a few days after the miller’s daughter, Jenny, disappeared while swimming in the nearby creek. The above haunt is the only way she can communicate with the physical world in an attempt to get justice.
The identity of the monster is ultimately up to the GM, but Rusalkas and Hags are always good!

 

 

 

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 ‚Äď 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).

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Golden Dentures of the Noble

Golden Dentures of the NobleAAW-goldenDentures-color-01

Aura moderate divination; CL 9th

Slot none; Price 22,850 gp; Weight

This set of perfect dentures are all that remain of a long-dead noble, the sophisticated craftsmanship rare even among enchanted items. Only the wealthiest would wear such ostentatious golden dentures to show their opulence to friends and rivals alike.

The owner of a set of¬†Golden Dentures of the Noble¬†receives a +9 competence bonus to Knowledge (history) checks, but only for subjects and questions pertaining to the distant past (typically between 500 to 1000 years ago but¬†ultimately determined by your campaign setting). Additionally up to three times per day as a standard action the owner may command the¬†Golden Dentures of the Noble¬†to fly towards a target, delivering a charging slam attack to one creature within 30 feet. The item has an attack bonus of +11 and on a successful hit deals 3d6+9 damage, swiftly returning to the owner after the attack (whether successful or not) to be caught as a free action¬†at the beginning of that character’s next turn (in the event that the owner is unable to do so, they return to the square they were thrown from). Golden Dentures of the Noble¬†have an Armor Class of 16, hardness 8 and 15 hit points should they be attacked by a readied opponent or struck by a provoked attack of opportunity (they cannot be disarmed, grappled, sundered or tripped).¬†If shattered by an attack, twenty four hours later the collected pieces reform into the same perfect dental apparatus.

CONSTRUCTION

Requirements Craft Wondrous Item, gust of wind, speak with dead; Cost 11,425 gp (457 xp)

History     A character that makes a Knowledge (nobility) check to learn about the item identifies the following fragments of lore:

DC 15¬† ¬† ¬†A thousand years ago the Grand Emir Hakim Al Razhan ordered his most talented artisans to create something truly unique to flaunt his wealth and power. They brought him their creations one after another; rings, necklaces, and clothes bedecked with gems, but none of them pleased Hakim. He ordered the craftsmen of the rejected proposals beheaded, their bodies destined to burn. The legends tell of a mighty pyre building as the artisans tried in vain to please their master until finally an apprentice stepped forward and held aloft a set of dentures made of gold; these were truly unique and the Grand Emir was pleased. He put them on display in his throne room, proudly parading his wealth to all. Several other nobles had their own versions made but none of them dared outdo the original design until after Al Razhan’s death many years later. It is these copies that occasionally show up in marketplaces throughout the world; the first set of Golden Dentures of the Noble¬†have been lost to time.

DC 20 ¬† ¬†¬†In the autumn of Al Razhan‚Äôs life he suffered the maladies associated with old age and to remedy the loss of his teeth he had the golden dentures magically fused to his jaw. The Grand Emir is often credited for the invention of the expression, ‚Äúthe golden smile of misery,‚ÄĚ as his subjects did little but suffer in toil under the glittering grin of the immoral noble. His last years were spent researching how to prolong life and after decades of investigations Hakim determined that bargaining was the ticket; he would negotiate with entities from beyond time and space to gain immortality. During the ritual several forbidden texts were read aloud from behind the safety of protective wards (cast by his high circle of court wizards); many names which had been unspoken for countless centuries were uttered again, some for the first time by a human tongue. At the height of the ritual, something went wrong; a mispronounced word, a misaligned rune – no one can be sure. What is known is that the vengeful spirits of the executed artisans from decades ago descended upon Al Razhan and his mages, tearing them to pieces in a display of righteous fury from beyond the grave. When they retreated to their dark realms, nothing of the Grand Emir or his wizards remained but the Golden Dentures of the Noble, which were left laying innocuously at the site of the botched ritual.

DC 25¬† ¬† ¬†The artisan apprentice is not named in any contemporary sources but after Al Razhan‚Äôs death an anonymous bard composed the Ballad of the Golden Smile; it claims that the apprentice was not an artisan, but instead a sorcerer and the brother of an executed craftsman. Lacking the power to avenge his brother, he instead wove discreet spells into the original Golden Dentures of the Noble¬†and these were the true source of Grand Emir Hakim Al Razhan’s doom.

 

Created by Brian Wiborg M√łnster

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 ‚ÄėArmory of Adventures submission‚Äô¬†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