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Strange Salve: Void of Ullast

Void of Ullast      CR 6

XP 2,400
Persistent NE haunt (single bed roll)
Caster Level 6th
Notice Perception DC 14 (to notice the absence of peripheral senses)
hp 22; Trigger proximity; Reset 1 day

Effect The void of Ullast haunt triggers when a creature touches the bed roll of an eliminated survivor, triggering a DC 24 Will save; failure on this save compels the creature to doze off to sleep for 2d4+10 minutes. A creature put to sleep by the void of Ullast haunt dreams of an urban village brimming with vivid colors and all manner of life. Each minute that passes gradually drains some of the brightness from this world until parts of the village and its people begin to vanish. When almost nothing is left, a diminutive monster similar to a malfunctioning skurgxon appears, glaring angrily for a moment before it suddenly multiplies. The pair start to make disturbing whispers, slowly duplicating again and again until a creature under the effects of the void of Ullast haunt has been sleeping for 10 minutes. At that point the sleeping creature receives a DC 17 Will save to wake up as the monsters multiply hundred- and thousand-fold. Failure on this save keeps a sleeping creature from awakening for one minute and deals 1 Wisdom damage, and creatures under the void of Ullast haunt’s effects receive another save every minute until they awaken or the haunt’s duration ends.

void of ullast hauntDestruction The void of Ullast haunt can be destroyed by burning the bedroll and then planting phycomid in the ash.

Adventure Hook The young refugee in Drak’kal, Issa, was not the only survivor of whatever plight undid the settlement of Ullast. Not only is it fueling the rumors of what might have happened to the town that disappeared, but the resemblance of the unique monsters in the dreams caused by the void of Ullast is uncannily similar to the creature the adventurers encountered in the Three Sisters [during the finale of Duty in Drak’kal! -MM].

 

[Contributed by Tim Snow!]

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Weird Wednesday (Duty in Drak’kal): Rapacious Bags

rapacious bags hauntRapacious Bags     CR 3
XP 800
LN haunt (15 ft. by 5 ft. alleyway)
Caster Level 3rd
Notice Perception DC 23 (to hear the metal jangling of coins)
hp 6; Weaknesses susceptible to silver weapons; Trigger proximity; Reset 1 minute

Effect When the rapacious bags haunt is triggered, spectral bags of jingling ghostly coins follow creatures within its area, growing so loud that they subtly drown out the noise of anything else and cause deafness for 2d6+2 minutes (DC 13 Fortitude negates). After 3 rounds a deafened creature makes a DC 12 Will save or falls asleep for 1d4 rounds and immediately experiences troubling dreams of being eaten by unnatural creatures.
Creatures that make their Perception check to notice the haunt see and hear the rapacious bags, but otherwise they are invisible and silent.

Destruction Bringing an end to the rapacious bags haunt requires finding out the source of the apparition with a DC 14 Knowledge (local) check to know of Galdr Bartsa the tax collector and where his remains might be found, or a DC 14 Diplomacy check to gather the information from citizens of Drak’kal. Galdr’s skeleton must be found (a DC 14 Survival check), anointed with holy water, and buried in a cemetery. When found, Bartsa’s skeleton is oddly scorched by acid—a DC 14 Spellcraft check recognizes it is from a skurgbomb.

Adventure Hook Tax collectors have been subjected to several extremely vicious ends in Drak’kal, and the rapacious bags are a remnant of one of these impromptu public lynchings. In this particular instance, the poor soul of Galdr Bartsa was locked in an enclosed metal box, batted at with swords for hours until his ear drums exploded. Left without his hearing and unable to take refuge in the city, he wandered northwest of Drak’kal where beasts waylaid him not long after.

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Weird Wednesday: Final Laugh

Final Laugh    CR 3

XP 600
CE Persistent haunt (Tiny-sized clown mask)
Caster Level 3rd
Notice Perception DC 13 (to hear a squeaky horn)
hp 15; Trigger sight; Reset 1 day

final laugh - MylerEffect When the final laugh haunt is triggered, a horn squeaks, the creatures face becomes wet, and confetti surrounds their vision for 1d4 rounds. Creatures that fail a DC 14 Will save are followed by the final laugh haunt’s clown; it hovers just out of sight, performing a random prank every 1d4 hours (see table below).

Destruction The mask needs to be facing a golden mirror as holy water is splashed on it.

Adventure Hook A mischievous individual comes across the party and hire them to investigate the cult that cursed him (truly seeking a new target for the final laugh haunt).

d100          Prank
01-64         Water is sprayed on the creature’s face, dealing 1d2 nonlethal damage and imbuing the vulnerability to cold weakness for one round.
65-80         A loud squeaky horn blasts out loud deafening the creature for 1d4 rounds.
81-99         Confetti drifts down from above, functioning as glitterdust (DC 12 Will save negates).
100            The creature is compelled to play childish pranks whenever possible, everything from trying to trip random passerby, splashing water on a person, or even flipping up the half-orc’s kilt. This effect lasts for 1d4 hours; a DC 10 Will prevents the compulsion to commit a prank from overtaking a creature.

 

[Submitted by Tim Snow!]