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Awake in Alucinar: Shadow Bomb Trap

Shadow Bomb Trap     CR 10

Type magic; Perception DC 34; Disable Device DC 34
Trigger proximity; Reset none
Effect target’s equipment gains the broken condition for 1d4 + 1 hours (DC 27 Fortitude save negates); multiple targets (all targets within 60-ft.-radius of a shadow bomb trap)

The P.R.A.N.K.S.T.E.R.S. have engineered an explosive contraption from the darkness of the Shadow Plane: shadow bomb traps. When the PCs encounter the shadow bomb trap it explodes in a burst of dark miasma that pervades everything within 60 ft., causing objects to suddenly take on a decayed condition—including the adventurers’ gear! Once a shadow bomb trap is triggered the P.R.A.N.K.S.T.E.R.S. like to follow up with an ambush either led by its agents or via an aggressive creature.

 

[Submitted by Rory Toma!]

shadow bomb trap

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Awake in Alucinar: Limbo Trap


Limbo Trap     CR 9

Type magic; Perception DC 33; Disable Device DC 33
Trigger location; Reset automatic reset
limbo trapEffect target runs into flaming shard of Limbo (DC 25 Acrobatics check to bend over backwards or take 1d6 Wisdom damage and 5d6 fire damage); multiple targets (all targets in a 10-ft.-wide passage)

With the aid of fell magics of trickery, the P.R.A.N.K.S.T.E.R.S. have pulled pieces of the formless sea into Limbo traps and strung them out among various passages in Alucinar. An interplay of planar energies causes the shards to alight with a curious flame, forcing anyone meaning to pass these obstacles to bend over backwards (“limbo style”) or suffer being scorched by dimensional fire from the Limbo trap that sears their very soul.

[Submitted by Rory Toma!]

 

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Awake in Alucinar: Dreamghost Template

dreamghostSome creatures find themselves in Alucinar due to unfinished business in the waking world. Most were obsessed with something in their waking life and whether dead or alive, they manifest themselves as dreamghosts while on the Plane of Dreams. This obsession becomes an “anchor effect” that must be resolved or the dreamghost is doomed to spend eternity on the Dreaming Island.

Dreamghost (CR +2)
Dreamghost is an acquired template that is only added to a creature that manifests itself in Alucinar.

CR: Same as base creature +2.
Alignment: Same as base creature.
Immunity: The base creature becomes immune to sleep effects.
Special Defenses: The base creature gains the incorporeal special quality and its attacks (both manufactured and natural) gain the ghost touch property. When destroyed, the base creature reappers within 1d4 hours unless the “anchor effect” that keeps them in Alucinar is resolved.

Special Attacks: A dreamghost gains two special attacks as detailed below. The save DCs for the attacks are equal to 10 + ½ of the dreamghost’s Hit Dice + the dreamghost’s Charisma or Wisdom modifier (whichever is higher).
Mass Sleep (Su) As a standard action the creature may cause a magical slumber (as the sleep spell) to come upon a number of creatures equal to the dreamghost’s Hit Dice (Will negates). This ability affects targets of any hit dice and is only limited by the number of targets the dreamghost can select.
Nightmare (Su) As a standard action, the dreamghost may cause a nightmare (as per spell) to a number of sleeping creatures equal to the dreamghost’s Hit Dice (Will negates).

Ability Scores: Int +4, Wis +4, Cha +4.
Skills: A dreamghost gains a +8 racial bonus to Knowledge (planes), Perception, and Stealth checks.

5E Rules

Dreamghost Template
Any type of non-undead creature can become a dreamghost. When a creature becomes a dreamghost, it retains all statistics except as noted below.

Senses. The dreamghost gains darkvision 60 feet.
Resistances. The dreamghost gains resistance to acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons.
Damage Immunities. The dreamghost gains immunity to cold and poison damage. The dreamghost gains immunity to the exhaustion, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions.
Challenge Rating. Increase by +2.
Incorporeal Movements. Dreamghosts can treat other creatures and objects as difficult terrain to move directly through them but takes 5 (1d10) force damage on any turn it that ends with it inside of an object.
New Ability: Alucinar Sight. The dreamghost can see 60 feet into Alucinar (the Plane of Dreams) when it is on the Material Plane, and vice versa.

 

[Submitted by Rory Toma!]

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Awake in Alucinar: City of Ullast

city of ullast

As the PCs skirt planar overlaps (with both the Astral Plane and Limbo) while tracking down the P.R.A.N.K.S.T.E.R.S. in Alucinar, they come across an eerily familiar sight. Just ahead of the party are what appear to be the gates of the city of Ullast, guarded by a manticore. Once they spot the city it cannot be avoided; if they change directions, it soon materializes straight ahead of them. The adventurers must enter the settlement and are only able to do so through the front gates (which Ullast orients towards them regardless of their direction of approach). The manticore at the gate is the same one that was encountered before, only this time it has the dreamghost template [Tomorrow’s Statblock Sunday! —RT). When the dreamghost manticore is defeated, the PCs may pass into Ullast.

Immediately after entering the city the party encounters a dreamghost version of Issa. The girl is clearly searching the area for something and when asked she explains that stones are missing from her bracelet. She even shows the PCs her bracelet and the empty mounts. Issa has searched much of the city but she cannot get into the main town center because it is guarded by a terrible creature—she asks the party for help. A DC 18 Knowledge (planes) check reveals that Issa’s determination to recover her lost treasure is likely anchoring this extraplanar version of Ullast to the Plane of Dreams and restoring her trinket is likely the only way to escape.

When the adventurers are ready Issa leads them to the town center and points to a mutated creature just across the fountain in front of what looks to be the town hall. The monster should be familiar to the party: it looks like a malfunctioning skurgxon except that it is actually a dreamghost malfunctioning skurgxon. Once it is defeated, the PCs can enter the town hall and locate Issa’s missing gems with little effort (a DC 10 Perception check suffices). Issa and Ullast slowly fade away after the stones are returned to her, leaving the party free to go on their way.

 

5E Rules

A DC 13 Intelligence (Knowledge: Arcana) check determines that helping Issa recover her bracelet’s missing stones is what is required to escape the impression of Ullast on the Dreaming Island.

A DC 7 Intelligence (Investigate) check finds the missing stones in the town hall.

 

[Submitted by Rory Toma!]

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Awake in Alucinar: Limbo Overlaps

The Plane of Dreams is a dimension that exists on the boundaries of many others—not just the Material Plane but also Limbo, the Plane of Shadow, and the Astral Plane as well. While this interactivity is what sustains Alucinar, there are areas where two or more dimensions interact and interfere with magic, change the nature of gravity, or even alter the flow of time.

Proximity (and thus accessibility) to so many different dimensions has made the Dreaming Island a locale sought after by arcane theorists and magical researchers since its discovery. Reaching the Plane of Dreams is not as simple as a slumber, however; only certain creatures (those native to the realm) are able to leave it, and otherwise it is accessible only through very specific locales or the use of rare substances found only in Aventyr.

limbo overlapThough they can be dangerous and unpredictable, locating a dimensional overlap on the Plane of Dreams is a simple endeavor for anyone adept with arcane or divine energies.The convergence of planes is extremely easy to see; a detect magic spell and Perception check (DC 1 + 1 per 1,000 ft. from the overlap) allows a creature to read the ebb and flow of power in Alucinar.

Limbo Overlaps
Most of the time, the overlap into the plane of Limbo is stable. Where these overlaps occur, the area around the overlap seems to be slightly unstable. Visual effects may swirl slightly, and other sensory effects may seem subtly altered. However, in the blink of an eye, the overlap area can destabilize. These overlaps can be found anywhere on the island, but seem to be attracted to chaos magic use.

  • Within a limbo overlap, Perception based checks are at -2 due to sensory abnormalities.
  • There is a 10% chance each hour that a limbo overlap becomes unstable. Any chaos-based magical effects increase this to 25% and trigger an immediate check. When this occurs, Perception based checks within 500 ft. of the limbo boundary are made at a -4 penalty and a creature may make a DC 10 Will save each turn to grant themselves access to subjective directional gravity for 1 minute, though they are only able to “fall” at 1/5th the normal rate (30 ft. in the first round, 60 ft. every round thereafter).
  • There is a 5% chance each hour that a creature in a limbo overlap experiences wildly erratic time flow, their body aging one year in the span of an hour (aging effects accrued while in a limbo overlap do not take effect until a creature returns to its native plane).
  • Spells and spell-like abilities have a 100% chance to be affected by the Wild Magic Effects Table.
  • Any type of chaotic outsider can appear in a limbo overlap.
  • The terrain changes randomly every 1d10 rounds while in a limbo overlap. The change is completely random—it can go from desert to alpine, or anything in between with no rhyme or reason.

[Submitted by Rory Toma!]

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Awake in Alucinar: Astral Cord Trap

astral cord trapAstral Cord Trap     CR 9

Type magic; Perception DC 33; Disable Device DC 33
Trigger location; Reset automatic reset
Effect astral cord is cut (target becomes lost in the Astral Plane for 1d6+1 days; DC 20 Intelligence check is required to find the way back early; DC 27 Will save negates); multiple targets (all targets passing into astral overlap)

Though the borders of the various planes that touch upon one another in Alucinar all have their own peculiarities, the overlap with the Astral Plane is especially hazardous due to astral cord traps. The unwary traveler can have find themselves temporarily untethered, leaving them to wander through the void of the Astral Plane for days before the cord is mended and they finds their way back. The P.R.A.N.K.S.T.E.R.S. protect themselves from astral cord traps and rarely get lost, but they have been known to lead would-be attackers into these contraptions to lose pursuers.

 

[Submitted by Rory Toma!]