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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.

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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]

 

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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:

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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]

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Ball of Decadence

medieval-clothing-2Ball of Decadence      CR 9

XP 6400

NE persistent haunt (40 ft. radius)

Caster Level 9th

Notice Perception DC 21 (to notice faint dots of light on the grass)

hp 40; Trigger automatic; Reset 1 week

Effect: When triggered (on a hill outside the small village, once a week at midnight) the haunt transforms the area into a magnificent ballroom. The haunt’s area is full of dancing nobles (their dress style centuries old) but several of the dancers look more like peasants and adventurers whose fashions are more recent, some clutching weapons or tools. Whispers of decadence, drunken revelry and seductive promises fill the heads of anyone within the haunt’s area—any PC within the haunt must take a Will save DC 20 to avoid joining the dance. On the second and third round anyone still in the haunt’s area must take another DC 20 Will save or join the ball—for those already dancing, a DC 22 Will save prevents them from fading away with the dancers after the third round, going back to the castle of the Prince of Revelry in a pocket dimension. Succeeding on the second Will save breaks the haunt’s hold over the character and they are not subject to any more Will saves while the haunt lasts.

Destruction At the exact time the haunt triggers, the still-beating heart of the Prince of Revelry must be pierced with a silver dagger by a virtuous maiden. The virtuous maiden and a silver dagger can be found in the village, but the still beating heart of the Prince of Revelry might prove trickier to procure. 

Adventure Hook The mayor’s youngest daughter has been taken back to the Prince of Revelry’s castle, and understandably the mayor wants her back. The party is hired to travel via the haunt to the castle and rescue her. Legends tell that strong-willed individuals have escaped from the haunt when it manifests; although no one can point out anyone who has done so, it is well known and therefore must be true.

Origin: Altazar Hunthar was the son of a minor noble and a dabbler in all things magical. He was a shy young man and one fateful evening he attended a ball at the local baron’s estate. Unfortunately being an awkward young man, he was easy prey for the experienced socialites at the event. A humiliating experience left Althazar in tears, running into the darkening night. The rain and the muddy road conspired against him and he stumbled from a stone bridge, falling to his end in the ravine below. With his dying breath Altazar cursed everyone at the ball—his all-consuming spite made the curse very real and the baron’s castle disappeared with everyone inside. A year to the day the haunt manifested for the first time, and since then the socialites have danced every week trying to lure more into their midst. When 101 new dancers have been added to the ball, the souls are released to the afterlife, the pocket dimension collapses and the haunt ceases to manifest.

 [Submitted by Brian Wiborg Monster]

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Enganar’s Final Ballad

Enganar’s Final Ballad     CR 6
XP 2,400
CN haunt (60 ft. by 60 ft. grove)
Caster Level 7th
Notice Perception DC 24 (to hear lamented strings)
hp 12; Trigger proximity (resting within the grove); Reset 1 hourRoad adjacent to Haunted Forest

Effect When this haunt is triggered, anyone within its area must succeed a DC 12 Will save or be unable to speak intelligently (suffering a 20% spell failure chance when casting any spells with verbal components or activating any magic items that use a command word) as long as they remain within the haunt’s area. Whether they succeed on this save or not, invisible specters swarm the area and attempt to steal items from anyone inside the haunt’s (CMB +8). Any stolen items float into the air at a rate of 10 feet per round (up to 60 feet in the air) and can only be recovered by succeeding on a combat maneuver check against CMD 18. Any stolen objects still airborne when the haunt is destroyed suffer falling damage as normal. Should any more than 4 weapons rise into the air from the haunt, they drop while over a single target within the area, requiring a DC 14 Reflex save to avoid taking weapon damage + 6.

 
Destruction The bones of Enganar, hastily buried between the trees and the river, must be excavated, cleaned in the waters, after which the bard must be given a proper funeral (including a eulogy and musical accompaniment).

 
Adventure Hook
As it often is with adventuring companies, the bard Enganar fell into step with some scurrilous individuals with interest in nothing more than the treasure the minstrel recently acquired. While he fought valiantly to preserve his life, eventually the troubadour fell to their blades, mortally wounding one of the thieves before dying himself. In anger they buried his bones disgracefully, shaming his name as they did so. That night as they slept, their weapons took to their air and impaled them in their sleep. Adventurer’s found the bodies and spread word of the mysterious event, but time has passed and the legends of Enganar’s Final Ballad have fallen into obscurity. Recently an important pack of couriers left for far realms and their route passes through this odd grove. Their bodies will have been taken away by animals keen on an easy meal, but their belongings remain – oddly, their weapons are embedded in the earth.

 

 

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Fatkeqësi’s Rabble

Zombie Handmaidens with illusion in place

Fatkeqësi’s Rabble  CR5

 

XP 1,600

NE persistent haunt (20 ft. radius in the city square)

Caster Level 7th

Notice Perception DC 28 (to see or hear the shuffling footprints of the dead crowd)

hp 22; Trigger proximity; Reset 1 day

Weakness susceptible to slashing damage, tricked by Stealth

Effect When this haunt is triggered, semi-tangible corpses spring from the ground, grasping for the living in an attempt to crush them. Every creature within the area of the haunt is the target of a combat maneuver check each round they remain within the area of effect. These corpses do not provoke attacks of opportunity, and receive a +12 bonus to their CMB.

They deal 1d6+4 damage to any successfully grappled foe, preventing any movement while the target retains the grappled condition. The haunt receives a +5 bonus on grapple checks made against opponents with the grapple condition, but cannot move or pin foes. Each round it successfully grapples, it deals an additional 1d6+4 points of damage. The CMD to escape the haunt’s grapple is 22.

The corpses created by this haunt share hit points and take damage from both positive energy and slashing weapons. The entire area is considered difficult terrain while it persists.

Destruction The corpse of the mad emperor that ordered the slaughter in the city square must be burned at the center of the haunt’s manifestation.

Adventure Hook

Fatkeqësi the Mad Emperor ruled with an iron fist. Once a great strategist and charismatic leader, in his waning years he quickly fell to vanity in the hopeless pursuit of matching the prowess he once knew as a youth. To compensate he went to unbelievable lengths to craft the finest sword in the realm, wasting the resources of his lands in his reckless pursuit; charlatans came away with much of the gold and those well-intentioned craftsmen rarely met the standards of the obsessed ruler. Each ‘failed’ sword was gifted to his personal guard, which used them to bloody effect. The final royal act of Fatkeqësi the Mad was to slaughter the protesting citizens outside his palace. Once the final peasant was slain, the horror of the act quickly led to revolution but as a descendant of the once great emperor approaches the throne, the restless spirits of the unjustly slain rise to terrorize the city square.

 

 

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