Posted on Leave a comment

Tribal Troubles: Antimagic Sensor

antimagic sensor
Antimagic Sensor     CR 5
XP 1,600
CN haunt (20 ft. by 20 ft. patch of badlands)
Caster Level 5th
Notice Perception DC 15 (to see a strange, many-colored ball appear nearby)
hp 10; Weakness fire, silver; Trigger proximity (magical energy); Reset 1 hour

Effect When this haunt is triggered a shimmering, beautiful sphere rises from the ground or appears from nowhere at all as everything in the haunt’s area is subjected to an antimagic field. Antimagic sensors roam the lands, disenchanting magical effects at random until they’ve sucked up enough arcane or divine energy (2d6 spell levels worth), at which point the haunt abates. This magical energy can be garnered by turning magic items mundane (item’s CL = spell levels) or absorbing spells targeted at the antimagic sensor. There is a 10% chance every round that it attempts to permanently dispel a magical item within its area (CL 5th).

Destruction Antimagic sensors began to show up across the Disputed Territories several decades ago, and continue in frequency. Only when the Temple of the Many-Winged Father is entirely destroyed (or the enchantments upon it are stable once more) are these antimagic sensors permanently destroyed.

 

WE’VE HIT 1,000 LIKES on our Facebook page!

To celebrate the occasion we’re handing out free 1 month subscriptions! Use coupon code LIKEAAW when signing up to snag your first month totally free!

Posted on 2 Comments

Werewidow

werewolf-clipart-1Werewidow     CR 6
XP 2,400
CE haunt (40 ft. by 10 ft. alleyway)
Caster Level 7th
Notice Perception DC 23 (to hear the coughing of an old woman)
hp 12; Trigger proximity; Reset 1 day
Effect When this haunt is triggered, creatures within its area suddenly see an old woman hunched in the shadows. Any interaction (speaking to, looking at or acknowledgement otherwise) with this apparition incurs a gaze attack—creatures that fail a DC 16 Will save are unknowingly stricken with Werewolf Lycanthropy. This affliction can be removed with a break enchantment or remove curse, or by destroying the Werewidow haunt. Afterward the old woman disappears with a mournful howl.
Werewolf Lycanthropy
Type 
curse, injury; Save Fortitude DC 15 negates, Will DC 15 to avoid effects; Onset the next full moon; Frequency on the night of every full moon or whenever the target is injured; Effect target transforms into a wolf under the GM’s control until the next morning.

Destruction     While in the haunt’s radius, light aflame a bowl filled with twenty silver and the blood of an alpha wolf mixed with drops from a descendant of the Werewidow

Adventure Hook     The Werewidow was once a kindly druid beloved by the settlement that has outgrown the little part of it she still resides in. As the town became a city, natural resources grew scarce and the wildlife began to suffer. She began to placate the wolves in the region, but the older she grew and the larger the settlement became, the more wolves came and the more attentions she garnered from predatory canine spirits. Eventually these spectral beings possessed her charges, killing her—while a rash of adventurers brought low the lycanthropic plagues that soon followed, in her death throes the druid remains, causing werewolves to appear for centuries.

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).

Posted on Leave a comment

The Blessing of Zagn

Giant Centipede smallerThe Blessing of Zagn
CR 8
XP 4,800
CE Persistent haunt (10-ft. radius circle)
Caster Level 9th
Notice Perception DC 22 (to hear otherworldly chittering from all around you)
hp 31; Weakness tricked by invisibility;Trigger proximity; Reset 1 week
Effect When this haunt is triggered, any creatures inside of its radius must succeed on a DC 14 Fortitude save or transform into a small sized creature of the vermin type (though not of this world) as the spirits of insects swarm across and through their body.
Transformed creatures gain a +2 size bonus to Dexterity, a +2 natural armor bonus, a climb speed of 30 ft., darkvision 60 ft., scent and a +2 resistance bonus to all saving throws against mind-affecting effects. Creatures that fail the Fortitude save must also make a DC 17 Will save or their Intelligence and Charisma scores drop to 1. These effects persist until the creature receives a heal, limited wish, miracle or wish spell; the single application of any of these spells reverses both effects. After 1 week, any transformed creatures return to their normal form, Intelligence score and Charisma score.

Destruction Coat the haunt’s area in holy water, acid and electricity within the same round.
Adventure Hook There isn’t a scholar in Aventyr that can reliably explain the exact nature or behavior of these bizarre anomalies, but whenever found by the hoyrall, the creatures obsessively worship and protect the area. Some legends claim that the souls of particularly devout followers of Zagnexis create these apparitions, and others postulate that they are droplets of the god’s ethereal being made manifest in the Underworld. They are sparse, but explorers of the endless caves beneath the surface that find a Blessing of Zagn and survive to tell of it often sell the information for a handsome price.

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).