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Weird Wednesday: Snickering Wind

Snickering Wind     CR 2

XP 600
CE haunt (50 ft. by 50 ft.)
Caster Level 2nd
Notice Perception DC 12 (snickering winds emanate from behind you)
hp 4; Trigger location; Reset 10 minutes

Effect When the snickering wind haunt manifests, all creatures in its area must make a DC 13 Will save or be forced to move in a random direction for half of their movement each round for 3d4 rounds. snickering-winds-wereboar_bg__matt_bulahaoCreatures affected by the snickering wind haunt are unable to take any additional movement actions on their turns, and stop if impeded (ending the creature’s movement that turn). The snickering wind haunt is not restricted to any one location and tends to roam about in a 1,000-ft.-radius circle until currents (or other mystical means) carry it elsewhere.

Destruction The snickering wind haunt can be destroyed by presenting a compass or similar navigational device and stating loudly that you have found your way.

Adventure Hook A small mining town has failed to deliver its monthly shipments for some time now, and those sent to investigate haven’t returned. Rumors claim that only the light of foot can reach the settlement—the clumsy are too prone to fall from the sheer cliffs of the canyon protecting it.

[Submitted by Tim Snow!]

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Weird Wednesday (Uralicans Uncut): Lonely Ooze Haunt

revenants grenade

Lonely Ooze Haunt CR 11
XP 12,800
LE haunt (30-ft.-radius of the gateway to the Plane of Ooze)
Caster Level 15th
Notice Perception DC 27 (to see powder on the ground coalesce into the form of an ooze)
hp 22; Trigger proximity; Reset 1 day

Effect When this haunt is triggered all creatures within the lonely ooze haunt’s area must make a DC 22 Fortitude save or begin melting, physically turning into an ooze after 1d4+1 rounds. Those that fail the Fortitude save must also make a DC 22 Will save; failure on this second save causes them to become an ooze mentally at the end of the transformation, and the transformation becomes permanent. Nothing short of a wish brings the PC back from a permanent transformation. Before the permanent transformation is complete, it can be countered with a dispel psionics against DC 19. Any type of polymorph spell or power also breaks the transformation. Those that are not permanently transformed revert to their natural form after 1d4+1 hours. Those permanently transformed are instinctually drawn to the gateway. If not stopped, each ooze crawls to the gateway in 2 rounds—when the ooze touches the gateway, it is destroyed and turned into a pile of powder.

Destruction The original pile of powder must be transported through the gate to the Plane of Ooze; it sits at the bottom of Huge size mound of ash at the lone ooze haunt’s base.

Adventure Hook The PC’s are told that xyrx crystals can be modified to power their ship by placing them into the Plane of Ooze. However, no living matter may pass through gateway. Spells and powers, such as dimension door can be used to pass, or devices can be made to place and retrieve the crystals.

Sometime after the Uralicans abandoned this gateway, an ooze living nearby became sentient and intelligent, and was driven to enter the gateway to be among its intelligent ooze peers. It did not know that the passage through the gateway would destroy it, and the ooze’s will to be among its own kind as it perished created this haunt.

 

Play Suggestions For PCs that fail their save, describe in detail how their body begins to melt, as if they have landed feet first in acid. Their skin liquifies and sloughs off, forming a slick puddle on the ground as they slowly sink into their oozy demise. Also, for those that fail the Will save, their thoughts begin to become alien; they start to hunger for carrion and the sensation of touching other oozes. As their eyesight fails, they feel the presence of the gateway and it consumes their being—their only desire is to enter the gateway. If you are using the insanity rules, this experience triggers an insanity check (at a minimum).

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Weird Wednesday (Destiny Derailed): Demons in the Tundra

1280px-Sunset_in_Binii,_SwitzerlandLong before Pradjna was inhabited by humans and gnomes, demons roamed the lands, subjugating the native orcs, goblins, and other species into their own army. The predecessors to the current day inhabitants of the region drove the demons back. As the hellspawn vowed to return in 100 years, the sages concocted a clever plan—during the final battle, the sages’ magic imprisoned the demons’ bodies in the snow, and as long as their bodies remain frozen, the demons are unable to return. However, over time the dimensional wards put in place weakened, allowing the demons some connection back to their frigid corporeal forms. Eager to return, these demons seek to control those that pass by, enlisting help to return to their bodies and break the divide.

Demons in the Tundra CR 8
XP 4,800
CE haunt (20 ft. by 20 ft. area centered on the surface above a buried demon)
Caster Level 8th
Notice Perception DC 30 (to notice ancient buried warning stones written in Draconic)
HP 16; Trigger proximity; Reset 1 day
Something about the color and texture of the ice is amiss; the wind howls, even though there is nothing around for the zephyrs to make noise with.
Effect When this haunt is triggered, creatures of 7 hit dice or less must make a DC 16 Will save or be affected by a lesser geas. The affected creature must bring a humanoid or goblinoid creature to the buried demon and kill their captive. Doing so releases the demon (d100; 1-20 babau, 21-40 nabasu, 41-60 shadow demon, 61-80 succubus demon, 81-100 vrock demon), which thaws out and can act normally after 2d4 hours.
Destruction The physical form of the buried demon must be exposed and a dispel magic, dimensional anchor, or similar spell must be cast, breaking the connection permanently between the realms (thus making the banishment permanent).
Adventure Hook  Recently a higher number of workers than normal have gone missing—one of the missing workers, severely injured, returned and before he died, relayed an improbable tale. A crazed mountain man knocked him out; he awoke, tied up in the middle of the tundra. As the madman chanted out blessings to an unknown being, he began to slowly flense the worker, all the while mumbling something about the “demons can return”. He surely would have died, but a fluke ice crack appeared and the madman fell to his death in a small crevasse. The worker freed himself and managed to get back here, and is eager to give general directions to the spot where he was held, describing some stone markers with “magic” writing on them.

fire-lit mountain 9

 

 

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Maddening May: Bolghar’s Despair

OtherWorldly_Art_Portfolio_Volume_One_Page_20_Image_0001Bolghar’s Despair     CR 8
XP 1,600
CE haunt (30 ft. radius)
Caster Level 8th
Notice Perception DC 22 (to hear the repeated whispers of “kinslayer”)
Hp 8; Trigger proximity; Reset 1 day
Effect: When entering Bolghar’s burial barrow, the anguished haunt manifests. A dwarf clad in rags with pieces of dated armor screams incoherently about dishonor and revenge, then suddenly sobbing about forgiveness and punishment for a grave crime. The haunt harmlessly dissipates but everyone in the haunt’s area must make a DC 19 Will save or develop multiple personality disorder. If the save is failed the character must start taking saving throws every hour to determine which personality dominates.
Every morning and each time the afflicted character is rendered unconscious, he must make a DC 19 Will save; on a failure a different personality takes over. A character’s memories and skills remain unchanged, but the various personalities have no knowledge of each other and deny, often violently, that the other personalities exist.

Personalities (roll a d12)
1-4 Bolghar, the plotter: You are convinced that a person close to you will betray you; you must stop him before he hurts you. A randomly determined party member or NPC is the target of your paranoia. You watch him closely and do not trust him to be alone at any time lest he plot your downfall. Eventually you will have to stop him permanently as your illness progresses—but it must look as an accident, or else the others might become nosy.
5-8 Bolghar, the kinslayer: You have committed a grave crime and you must seek redemption from the randomly determined party member or NPC that you have wronged. He is not aware that it was you who did it, but to be redeemed you must be of aid to him to the best of your abilities.
9-12 Bolghar, the leader: You have been given the honor of leading your family’s expedition to the Dar’Spelun Slugmarsh, or at least you think you should have, instead it is your rival who gained it! You do anything to make him look bad; you frequently voice better ideas and show the others that you are a better suited leader of this expedition.

Destruction: Sprinkling holy water over Bolghar’s tomb while reciting the verse of the Kinslayer destroys the Bolghar’s Despair haunt. Alternatively, speaking to the haunt in Clearwater Caverns and realizing he is Bolghar’s brother then bringing the message of forgiveness to the spirit releases Bolghar from the haunt and allows him to finally rest—this solution also destroys the haunt of Clearwater Caverns.

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Feral Dalliance

Feral DallianceFeral Dalliance CR 6
XP 2,400
CE persistent haunt (15 ft.-radius circle)
Caster Level 6th
Notice Perception DC 24 (to notice the hairs on your body stand on end)
hp 27; Trigger proximity; Reset 1 day
Effect When this haunt is triggered, creatures within its area must make a DC 16 Will save or suddenly grow long, sharp teeth and nails. Over the next round they develop a bite (1d6 for Medium size creatures) and two claw attacks (1d4 for Medium size creatures) for ten rounds. During this time they are simultaneously under the effects of a confusion and rage spell, attacking with their new natural weapons. On the tenth round they go unconscious.

Destruction     Find the remains of the dead mage Goriskarr, and dissolve them in acid under the light of a full moon.

Adventure Hook     An inspired apprentice transmuter with an arrogance greater than his talents, Goriskarr bit off more than he could chew—far more literally than he intended. The young wizard’s progress wasn’t fast enough for him, and he sought out the witches of the wild to enhance his knowledge of transformation. They gave it to Goriskarr, making him a feral creature that roamed the countryside until the academy’s guards tracked him and put the crazed apprentice down. Since then his soul has roamed the spot where he died, spreading his ailment to any that pass by.

 

 

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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Unholy Mass

Unholy Mass     CR 6Mosshammer Castle - Great Hall
XP 2,400
CE haunt (30 ft. radius)

Caster Level 6th
Notice Perception DC 20 (to hear chanting on the wind)
hp 6; Trigger proximity; Reset 1 day
Effect: When this haunt is triggered, ghostly figures appear in the haunt’s area—an evil cleric is conducting a sermon for the vile god of undeath, whom he worshipped in real life. As the sermon abruptly ends any corporeal creature in the haunt’s area suffer 1d8+9 in damage (Will DC 17 for half). Any undead in the haunt’s area regain 1d8+9 hp instead.

Destruction: A cleric of the god of fertility and birth must cast cure light woundsduring the haunt’s manifestation after the haunt has been triggered by a person with a pure heart.

Adventure Hook: Decades ago Shek’mon plagued the surrounding lands with his army of living dead. After years of fear and misery, the paladin order of the Pure of Heart was able to confront the necromancer. They attacked him as Shek’mon was conducting a sermon for his living followers. As the head was cut from his body, negative energy tore through the assembled ranks and killed the majority of the necromancer’s followers and a few paladins as well. With Shek’mon gone the order and their allies easily routed his army. The god of undeath was so displeased with this anticlimactic end to the large army of vile followers that he had Shek’mon bound to relive the final fateful seconds before his death as a haunt over and over again.

 

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).