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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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