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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.

 

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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.

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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:
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The Mute Maiden

Whtie Crow's SpiritThe Mute Maiden     CR 2
XP 600
NG persistent haunt (20 ft.-radius circle)
Caster Level 1st
Notice Perception DC 15 (to get the feeling of being watched)
Hp 1; Trigger proximity; Reset 1 day
Effect: When this haunt is triggered, the spectral image of a young woman in a servant’s dress manifests, her chin and the front of her clothing covered in blood. She merely stands in front of the party and points towards a nearby settlement with a sorrowful look in her eyes. The haunt continues to trigger every night, each time pointing to a new location related to her quest for justice. The party can choose to ignore The Mute Maiden and travel on; if they do so three times, The Mute Maiden stops and seeks out other champions of justice.

Destruction:
Serving justice for the Mute Maiden three times, or finding and burning her cut out tongue.

Adventure Hook
: The Mute Maiden was a servant girl in the local mayor’s manor; after an illegitimate love affair she got pregnant and upon telling the mayor the news he flew into a rage, assaulting the poor girl. After beating her he cut out her tongue and walled her up in her chambers to die. The guttural cries that came from behind the wall were attributed to rats and otehr vermin, the mayor convincing his other staff that the girl had run off with a minstrel to the big cities of the north.

 

[Submitted by Brian Wiborg Monster]

 

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:
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The Christmas Spirit

Rune-bagThe Christmas Spirit     CR 6
XP 2,400
CG haunt (40-ft. radius)
Caster Level 6th
Notice Perception DC 25 (To hear laughter, ho ho ho, and sleigh bells in the distance)
Hp 12; Trigger touch (the sack of goods); Reset special
Effect: A full sack of goods is found as part of a hoard or other cache of treasure.
The haunt manifests when it is touched, forcing everyone within its radius to make a DC 22 Will save. On a failed save, the character must give 10% of the gold and jewels currently in their possession to the first orphanage or group of street urchins they come across; this 10% of gold and jewels cannot be spent on anything else other than charitable causes that directly benefit children. Evil characters must donate twice as much as neutral and good characters.
The sack then teleports to a random place in the multiverse, continuing to spread joy by exploiting greedy adventurers.

Destruction: Indestructible; you can’t destroy The Christmas Spirit. Legends do tell, however, that the tradition of caroling will appease the haunt and lower the percentage it takes by half.
Adventure Hook: You really don’t need one do you? Have fun watching greedy players squirm around. Make sure to have the caroling tradition played out live at the table, if you’ve got the requisite cheer to demand it.

[Submitted by Brian Wiborg Monster]

Everyone at AdventureAWeek.com wishes you and yours a very merry Christmas, the happiest of holidays, and a fine new year in 2014!

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

 1. Anyone can submit an entry.

 2. One entry per person at any one time. An entry must be your own work, not being published previously or considered by any other publisher, and it must original and not infringe upon copyrighted material.

 3. All entries become property of Adventureaweek.com, LLP.

 4. By submitting an entry you authorize the use of your name and likeness without additional compensation for promotion and advertising purposes in all media.

 5. Adventureaweek.com, LLP reserves the right to withdraw or terminate this endeavor at any time without prior notice.

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

 7. There is no compensation provided – any entries are given freely by their creators for use by Adventureaweek.com, LLP in perpetuity.

 8. Your statblock must be properly formatted (compare to similar content on the AaWBlog for correct formatting).

 

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Bog of Sacrifices

Image_Portfolio_102_Fantasy Jason Walton 30

The Bog of Sacrifices
XP 4,800
CE persistent haunt (30 ft. radius)
Caster Level 8th
Notice Perception DC 24 (to notice the faint sobbing of doomed sacrifices)
Hp 36; Trigger proximity, (within 5 ft. of the inscribed stone); Reset 1 day
Effect Upon nearing the stone inscribed with prayers to the Bogmother, the haunt triggers and ghostly hands and spectral roots rise from the ground to grab at anyone within the haunt’s radius. Every creature within the area of the haunt is the target of a combat maneuver check made to grapple each round. Creatures that enter the area of effect are also automatically attacked. The ghostly hands and spectral roots do not provoke attacks of opportunity. The ghostly hands and spectral roots have a CMB of +16, and each grapple is resolved individually on creatures in the haunt’s area.

If the ghostly hands and spectral roots succeed in grappling a creature, that creature takes 1d6+4 points of damage on each round it is being grappled, and furthermore gains the grappled condition. Grappled creatures cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The ghostly hands and spectral roots receive a +5 bonus on grapple checks made against creatures they are already grappling, but cannot move or pin creatures. Grappled creatures are pulled down into the swampy ground, on the third round of having the grappled condition the creature must also avoid suffocating as it is pulled under the earth.

After three rounds the ghostly hands and spectral roots dissipate and no new grapples will be initiated, but any ongoing grapples are maintained. For those first three rounds, the haunt’s area counts as difficult terrain. The ghostly hands and spectral roots’ CMD is 26 for the purpose of escaping the grapple.

Destruction A series of six icons of the Bogmother stands around the haunt in a distance of one mile, these icons mark the ancient site for the sacrificial rituals of the Bogmother’s worshipers, and must all be destroyed to release the souls from the bottom of the swamp. These icons are all hidden from view by centuries of plant growth or submerged in the swamp, or even protected by a tribe that knows nothing of the icon’s original purpose.

Adventure Hook Centuries ago the swamp was home to several tribes that venerated an evil diety, the Bogmother. The tribes heeded her call for human sacrifice, and many criminals, prisoners of war, and unlucky travelers ended up on the bottom of the swamp honoring the fetid queen. The paladin order of The Righteous Flame cleared the swamp of the Bogmother’s influence and with time she was forgotten. On the bottom of the bogs the sacrifices did not forget, however, and when a recent earthquake pushed a holy relic of the Bogmother to the surface, they seized the opportunity to exact their vengeance in the area around the inscribed prayerstone. The pathways through a vast swamp shift occasionally as the dynamic landscape releases built-up gas, or the soft ground causes whole passages to disappear into the watery parts of the swampfor every path that disappears, another path appears. Recently a minor earthquake destroyed the most stable route through the swamp and soon after travelers started to go missing in the area (more travelers than usual, that is). Rumors of the swamp punishing trespassers quickly surfaced—the drowned body of a local hunter has been found, and now the village elder of nearby Crannolang wants to find out why, if he drowned, the hunter’s face was frozen in fear. 

 

[Submitted by Brian Wiborg Monster though I only included it after this guy because I realize how mean jack-in-a-box-zombies are 😉 -MM]

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:

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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).