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Weird Wednesday (Forsaken Frontier): River of Contempt

Living combatants have had dire need to cross the River of Contempt for centuries, and some still remain. Almost universally their legacy has been to take the lives of those who’ve come after, preventing intrepid fools from seeking out salvation or victory in the Shining City. These bitter souls reach into the lungs of the living, drowning even the most skilled swimmers with arms of water.

FLOODED LUNGS     CR 12
XP 19,200
NE haunt (1 hex of water where a mass drowning occurred)
Caster Level 12th
Notice Perception DC 20 (to hear the sounds of panicked swimmers drowning)
hp 24; trigger proximity; reset 1 minute
Effect When a living creature enters the haunt’s area, the water becomes turbulent. Every creature in the haunts area becomes the subject of a mass suffocation spell (CL 12th, DC 23).
Destruction The flooded lungs haunt is permanently destroyed if the flow of water is stopped in its location until the riverbed is exposed.

flooded lungs haunt
The River of Contempt the last sunrise before the Festival of Night.

 

Near the sections of the River of Contempt come nearest to Salamangka, some small number of holy warriors who crossed the river in search of justice and mercy gave their spiritual purity to the water as they died. Even paladins and priests might succumb to the temptation to curse their enemies with their last breath, but the last gasp of the most devout was one for hope. The next Festival of Night, the waters over their sunken corpses changed to reflect their prayerful tears and flasks of holy water. While the current remains lethal and the miasma of undeath hangs over the waters like a frigid mist, travel above the bodies of the holy dead brings peril only to the forces of evil. Fortunately for the innocent spirits who forever swim over their mortal coils, most undead troops who dare to walk or swim through this section of the river don’t survive long enough to warn others about the hallowed haunt.

HOLY WATERS     CR 9
XP 6,400
NG persistent haunt (1 hex of the river flowing over sunken corpses)
Caster Level 9th
Notice Perception DC 20 (to hear the desperate prayers of drowning holy warriors)
hp 40; trigger proximity; reset 1 minute
Effect When this haunt is triggered, white light shines from the riverbed and illuminates the corpses of those who held on to faith until their very end. The water in the affected area temporarily becomes holy water, and affects any evil creature in the area as holy smite (CL 9th, DC 16).
Destruction The haunt is permanently destroyed when every corpse in its area is exhumed and given a burial according to the traditions the corpses each observed in life.

 

[The way a location gets its name means something. With multiple undead armies endlessly warring over an ancient city, the nearby River of Contempt begs for a bitter, murderous history. So compelling that today we offer you a pair of haunts that give the river a storied past, and a supporting role in the battle for Salamangka. There’s no denying—the river hates both the living and the dead. -SH]

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[Submitted by Steve Helt!]

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Weird Wednesday (Forsaken Frontier): Mass Grave Haunts

The sheer numbers lost in pitched warfare justify a dozen approaches to a powerful persistent haunt based on mass graves, and as our heroes explore the lands of the Forsaken Frontier they’ll get to know its long-dead denizens when they brave one of the following locations. Both of these haunts are meant to be used against entire armies in conjunction with the Mass Combat rules.
mass grave hauntJOIN THE DEAD     CR 14
XP 38,400
LE persistent haunt (1 hex of uneven ground)
Caster Level 14th
Notice Perception DC 29 (to notice the landscape shift into a series of corpses)
hp 63; trigger proximity; reset 1 day

Effect When this haunt is triggered, living creatures caught in the area must succeed on a DC 23 Will save or be held (as mass hold monster). Rather than freezing in place, held creatures collapse onto the ground like the dying soldiers that appear as the terrain around them. Held creatures may attempt a new saving throw each turn (as normal for hold person), but the spell effect ends for any affected creatures when the haunt is destroyed.

Destruction The haunt is permanently destroyed if a halt undead spell is cast at its center during a manifestation wherein no creatures failed the save against its spell effect.

The battle for Salamangka has been fought over and over again for generations. Once-mortal armies slaughtered one another for the right to live within the Shining City, or to keep a dangerous faction from claiming the magical location as a prize—this haunt replays one of those battles, inviting any who still live to simply lay down and die as the original warriors. Of course, undead remain immune to the effect, so wise commanders assign sentries to capture or kill any party of mortals that fall prey to the join the dead haunt.

 

MORTAL WOUNDS     CR 11
XP 12,800
NE haunt (1 hex of earth concealing the remains of dead soldiers)
Caster Level 11th
Notice Perception DC 25 (to hear the sounds of clashing infantry)
hp 22; trigger proximity; reset 1 day

Effect When this haunt is triggered translucent soldiers materialize within the area, joining together in pitched combat. The haunt’s soldiers receive lethal open wounds that are conferred to any living creature in the area as if by a mass inflict critical wounds spell (4d8+11, DC 22 Will halves).

Destruction The mortal wounds haunt is permanently destroyed if every corpse in the mass grave is properly interred and the area receives a consecrate or hallow spell.

A unique application of the haunt mechanic is to use the design’s story and spell effect to specifically help an ally fight off intruders. In this example, a group of undead soldiers receives assistance from those who were allies in life, but never fully made the transition beyond. Because the mortal wounds haunt injures the living and heals the undead, it’s ideal for setting behind a feigned retreat. The CR is increased by 1 to reflect this synergy.

 

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Submitted by Steve Helt!

 

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Statblock Sunday (Forsaken Frontier): Kaloatl, the Eternal Eye

mummy-01 Kalotl (jacob blackmon)This emaciated figure is wrapped in dirtied bandages and leads a coterie of undead monsters. It holds an impressive longbow in its wrapped hands.

Kaloatl, the Eternal Eye   CR 13
XP 25,600
Male mummified human warpriest 13
NG Medium undead (augmented humanoid)
Aura good
Init +4; Senses darkvision 60 ft.; Perception +20

DEFENSE
AC 25, touch 10, flat-footed 25 (+11 armor, +4 natural)
Hp 127 (13d8+65)
Fort +12; Ref +4; Will +11
DR 5/—; Immune undead traits
Weakness vulnerability to acid

OFFENSE
Speed 20 ft.
Melee +1 holy spellstoring slam +17 (2d8+10, Crit 19-20/x2)
Ranged +3 undead bane composite (+6) longbow +13/+8 (1d10+9, Crit x3)
Special Attacks burst of vengeance, dust stroke
Spells Memorized (CL 13th, concentration +16)
5th—righteous might
4th—blessing of fervor, divine power, inflict critical wounds
3rd—greater magic weapon, heroism, inflict serious wounds (2), magic circle  against evil
2nd—align weapon (2), inflict moderate wounds, owl’s wisdom, spiritual  weapon, unliving rage
1st—bless, detect undead, divine favor, inflict light wounds (3)
0 (at will)—detect magic, guidance, read magic, spark, stabilize

TACTICS
Before Combat Kaloatl attacks enemy patrols from ambush or begins mass combat with a ranged weapon attack. He prepares himself or his troops by using his blessing, fervor. and sacred weapon abilities. The statistics for his melee and ranged attacks include use of his sacred weapon ability. He uses his sacred armor ability to enhance his banded mail.
During Combat At range Kaloatl’s army fires longbows to decimate any enemy advance. In melee, Kaloatl uses Channel Smite, Power Attack, and spell storing to deal as much damage as he can with his slam attack, attempting to permanently disintegrate major opponents. Kaloatl can wound his undead enemies with channeled energy without harming essential allies.
Morale Kaloatl leads in combat until his battle plan is compromised. If reduced to ⅓ his hp total (or if his forces are being routed) he orders a retreat and uses his quickrunner shirt to escape.

STATISTICS
Str 22, Dex 10, Con —, Int 10, Wis 17, Cha 18
Base Atk +9; CMB +15; CMD 25
Feats Alertness, Channel Smite, Combat Casting, Critical Focus, Furious Focus, Improved Critical (slam), Improved InitiativeB, Intimidating Prowess, Power Attack, Selective Channeling, Toughness, Turn Undead, Vital Strike, Weapon Focus (longbow), Weapon Focus (slam)
Skills Climb +10, Diplomacy +13, Heal +7, Intimidate +19, Knowledge (engineering) +5, Knowledge (religion) +10, Perception +20, Stealth +10, Sense Motive +20, Spellcraft +4; Racial Modifiers +4 Stealth
Languages Aklo, Celestial
SQ blessings (9/day), fervor (9/day), sacred armor (13 minutes/day), sacred weapon, warpriest blessingsACG (nobility, strength)

ECOLOGY
Environment Disputed Territories (Rungkung Jungle)
Organization solitary
Gear +1 undead bane composite longbow, +1 glamered banded mail, amulet of spellstoring mighty fists +1, belt of giant strength +2, headband of alluring charisma +4, quick runner’s shirt

In life Kaloatl was the sworn enemy of the vortex dragon Savithrin. He defended his forsaken frontier from the dragon’s ambitious savagery, calling on divine magic and a gift for superb battle planning to keep both it, its minions, and the various other forces vying for Salamangka. Over time Kaloatl resolutely accepted that his follower’s mortal shells were insufficient to defeat their growing list of foes. Seeking out ancient magics, the warpriest ventured to a disparate Underworld enclave and bartered for the secrets of benign immortality. After months of searching, he acquired the holy warrior Zhalak Mhun, who has remained as Kaloatl’s loyal servant, helping his army with preparations to commit themselves to eternal undeath for the sake of their home.

EricLofgrenundead_warrior1 (smiling son)Kaloatl continues on much as he did before his ritualistic death—he endures the constant waxing and waning of his peoples’ strength, just as his immortal adversaries do. Careful not to overly tax himself, the mummified warrior keeps troops and supplies in reserve and augments his strategies to counter the enemy with the greatest possible strength at any given time. His enemies refer to him as the Eternal Eye, a remark on his unfailing watch over Salamangka, and his penchant for sending out isitoq to look for enemy troops or other trespassers.

Apotheosis: When Kaloatl’s forces control Salamangka and the vidrefacte, the mummy gains significant personal power, which he uses both to hold the forsaken city and prepare for those years when one of his enemies gains control. In game terms, this power manifests as the advanced simple template and three mythic tiers on the guardian path.

Zhalak Mhun CR 13
Paladin creature gholdako
LG Large undead
hp 127
Modified Statistics
Aura resolve
Fort +13, Ref +9, Will +14
Special Attacks smite evil (1/day, +6 attack, +15 damage)
Str 29, Cha 23
SQ detect evil, lay on hands (1/day, 7d6)

Though he understood little in the ways of magic, Zhalak Mhun’s superiors trusted their faithful and obedient servant with the secrets of undeath before sending him back to Salamangka with his new master Kaloatl. Instructed to join the warpriest in eternal vigilance, Zhalak became a mighty gholdako and remains the benevolent mummy’s fierce champion, bodyguard, or emissary (as his master desires).

In mass combat, Kaloatl or Zhalak Mhun typically lead an elite infantry company called the Smiling Sons. A Smiling Son soldier was an accomplished fighter in life, proudly donning their bronze-and-feather masks before every engagement. In undeath they benefit from the ju ju zombie template.

Smiling Sons XP 3,200
NG Large army of undead (fighter 5)
hp 38; ACR 7
DV 20 (30); OM +8, ranged
Tactics cautious combat, expert flankers, sniper support
Resources improved armor, improved weapons, ranged weapons
Special armor training, bravery +1, darkvision, significant defense, undead, weapon specialization
Speed 2; Consumption 6 (recruitment cost 30 BP)

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Submitted by Steve Helt!

 

 

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Weird Wednesday (Macabre Manses): Phobomancy

Image_Portfolio_101_Fantasy Jason Walton 03The suffix “-mancy” was technically a term used to describe divinations. An act of necromancy meant to speak with the spirits of the dead to learn secrets from beyond the grave, whereas cruromancers divined a soldier’s destiny from droplets of blood splashed into a bowl. Over time, the appellation came to refer to practitioners of any related magic. Now necromancy refers not just to divinations from departed souls, but also to the raising of the dead or the destructive force of negative energy. As such, phobomancy refers to the general practice of magic that deals in fear or dread. The Pathfinder Roleplaying Game has several spells that could easily fall under the heading of phobomancy:
1st—cause fear, 2nd—scare, 4th—fear, phantasmal killer, 6th—eyebite, symbol of fear, 7th—finger of death, 9th—wail of the banshee, weird

While some of these have the [fear] descriptor, there’s no official subschool for phobomancy. An arcane spellcaster that wants to make fear magic her specialty may want an option for a fear spell at each spell level, without having to resort to metamagic feats, like the ones below!

TERRIFY
School necromancy [fear, mind-affecting]; Level antipaladin 2, bard 2, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration permanent (see text)
Saving Throw Will partial; Spell Resistance no

You cause your target to physiologically respond to fear with tremors and convulsions. The target receives one saving throw when you first cast the spell to negate the effect. If it fails, the target makes a new saving throw on the second round to reduce the duration of terrify to 1 round per caster level. If the creature fails both saves, the duration of the spell is permanent. The effect can only be removed by a break enchantment or remove curse spell.
While under the spell’s effect, a creature that also has the shaken condition takes 1d6 points of nonlethal damage from internal seizures and vertigo. A frightened creature takes 2d6 points of nonlethal damage, and a panicked creature takes 3d6. The creature takes this damage at the beginning of each turn it remains affected by both this spell and the fear condition, whether from the initial effect or a later one. Any effect that renders the subject immune to fear or mind-affecting effects ends the spells duration.
Terrify may be fixed to a site by casting the unhallow spell.


GREATER TERRIFY
School necromancy [fear, mind-affecting]; Level antipaladin 4, bard 4, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration permanent (see text)
Saving Throw Will partial; Spell Resistance no

This spell is identical to terrify except that the caster may choose when casting the spell to deal lethal damage to the target, and the damage dice inflicted by the spell are increased to d10s.

 

 

MASS TERRIFY
School necromancy [fear, mind-affecting]; Level antipaladin 5, bard 6, sorcerer/wizard 8, witch 8
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius emanation
Duration permanent (see text)
Saving Throw Will partial; Spell Resistance no

This spell is identical to greater terrify, except that the spell affects all targets within the burst.

Image_Portfolio_102_Fantasy Jason Walton 40

To celebrate Halloween, the haunt below makes use of the terrify spells and is suitable for setting up a party to encounter something genuinely frightening, making it a great supplement to your phobomantic encounters.

SCARED TO DEATH CR 10
XP 9,600
NE haunt (a room or outdoor space up to 250 square feet)
Caster Level 10th
Notice Perception DC 20 (to notice a faint chill and a palpable aura of dread)
hp 20; Trigger proximity; Reset 1 hour
Effect A cold mist rises from the ground and the temperature drops noticeably. Each living creature in the area is affected by a mass terrify spell (DC 22 Will).
Destruction This haunt is destroyed if a bard uses their inspire courage ability, or when good hope is cast simultaneously with the channeling of positive energy within the haunt’s area.

 

[Submitted by Steve T. Helt]