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Wonders of NaeraCull: Spectacle of the Red Death

Spectacle of the Red Death     CR 3
XP 800
CN haunt (10 ft.-square of sand permanently stained crimson)
Caster Level 3rd
Notice Perception DC 15 (to hear the crashing of waves on ships)
hp 6; Trigger proximity; Reset 1 day

spectacle of the red deathEffect      When this haunt is triggered, creatures within its area suddenly see an epic sea battle taking place on the waters nearby. The spectacle of the Red Death is a gruesome thing to behold and seems far too realistic to the viewer—the tangy smell of blood is in the seaborne air, body parts wash up to their feet, and pirates desperately scream in death throes. Witnessing the extremely violent conflict requires a DC 14 Will save for every round a creature remains within the confines of the spectacle of the Red Death. On a failure, they are temporarily traumatized and cannot rest easily; every time they take a rest (for a number of days equal to level) they must make a DC 14 Will save or only heal half as many hit points and recover a maximum of two spells per level.

Destruction      The spectacle of the Red Death can only be completely destroyed by finding the remains of the dread pirate (said to be located in a cast-iron casket somewhere along the ocean floor nearby, though who is to say) and burning them within the haunt’s radius.

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Wonders of NaeraCull: Pirate Triggersling

pirate trigger slingAny of the southern islands of NaeraCull could have pirates dwelling there, but all of them have the remnants of previous inhabitants—namely, their security measures. In addition to spiked pits, swinging axes, launched javelins, and poisoned dart traps, explorers in this region know to remain wary of pirate triggerslings.


Pirate Triggersling     CR 2
Type mechanical; Perception DC 18; Disable Device DC 18
Trigger location; Reset automatic (1d6 times)
Effect slung rocks (Atk +10 ranged, 1d4 rocks per target for 1d4+2 damage each); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area)

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Wonders of NaeraCull: Seadog’s Eyepatch

Seadog’s Eyepatch
Aura minor transmutation; CL 4th
Slot eye; Price 6,400 gp; Weight

seadogs eyepatchDESCRIPTION
This small patch of leather smells of wet dog, and no matter how many times or how meticulously it is cleaned, always has a few canine hairs sticking out of it.

Once per day, the wearer of the seadog’s eyepatch may use gaseous form as a spell-like ability. When they do so their form temporarily changes into a dog, making them incapable of speech. Any time that the wearer is in contact with or within 50 feet of a large body of salt water, they receive the scent ability and gain a +8 circumstance bonus to Swim checks.

Success on a Knowledge (nature) check to learn more about the seadog’s eyepatch reveals some facts about the unique item’s lore:
DC 15     Sometimes these enchanted pieces of leatherwork wash up on shore, and more than one merchant’s faithful canine has loped up the beach with a seadog’s eyepatch in its mouth.
DC 20     Buccaneers and scallywags are often wary of any peers that wear a seadog’s eyepatch—pirates that bear one are often live much longer than their counterparts.
DC 25     The Red’s chief adjutant was said to have commissioned the first seadog’s eyepatch, and that he used it to escape the final battle before it came to its bloody end.
DC 30     NaeraCull took care of the cowardly first mate, and once folks realized what the seadog’s eyepatch could do, duplicates began to appear throughout the region.

Requirements Craft Wondrous Item, beast shape, gaseous form; Cost 3,200 gp


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Wonders of NaeraCull: Tide of the Undead

fudged with mermaid-clip-art-1

Waves lap up against the shore with an unusual frequency, and upon closer inspection you see the surf forming bony claws that drag away the sand under them before disappearing into the waters nearby!

XP 1,200
CN Huge undead (incorporeal)
Init +2; Senses blindsight 40 ft.; Perception -2
fear aura (15 ft., DC 13)

AC 14, touch 6, flat-footed 14 (-2 Dex, +8 natural, -2 size)
hp 27 (5d8+5) fast healing 1
Fort +2, Ref -1, Will +2
Immune undead traits; DR 5/bludgeoning; Resist fire 15
Weakness vulnerability to cold

Speed 5 ft., swim 40 ft.
Melee slam +7 (1d8+9)
Space 15 ft.; Reach 10 ft.
Special Attacks engulf (DC 18, 1d8+9 bludgeoning), undead undertow
Spell-Like Abilities (CL 5th; concentration +6)

Before Combat Tide of the undead uses the freeze special quality and vanish spell-like ability to optimize Stealth, washing up to the shore on the waves to ambush opponents.
During Combat The mindless collection of souls attempts to engulf any creatures it can perceive, dragging them down into the water and away from the shore using undead undertow.
Morale As a mindless creature, tide of the undead continues to attack until it is destroyed.

Str 22, Dex 6, Con —, Int —, Wis 6, Cha 12
Base Atk +3; CMB +13; CMD 21 (cannot be tripped)
Feats Improved Initiative
SQ freeze

Environment any coastal
Organization solitary or pair
Treasure double

Undead Undertow (Su) Tide of the undead attempts to sink and drown any creatures it engulfs. As a swift action once per round, tide of the undead can displace an engulfed creature, pushing them into the water—as far as 20 feet away from its normal reach. This is always deeper into the water, and never towards a place of relative safety. Any creatures killed by tide of the undead via it’s undead undertow ability are raised as a tide of the undead after 1d4 rounds.

Though none are truly certain, rumors claim that tides of the undead only began to appear after the death of The Red. Not many survive an encounter with the aquatic oddity, but those that have bested one find treasures in the ichor the corpse dissipates into (trinkets from its victims). Travelers on the southern coasts of NaeraCull should be wary—even the Hungering Jungle’s coastal waters have an appetite!

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Wonders of Naeracull: The Red’s Ghostly Dogs

dog-clip-art-12Those that travel the southeastern shores of NaeraCull know to be wary—ghosts (the canines of the dreaded (dead) pirate the Red Death wander the jungles nearby, dangerous incorporeal predators that attack anyone that enters into their territory.

When the undead dogs realize someone has entered the territory (within range of their darkvision or scent), they emerge from a cave a few hundred feet inland.

Sloshing waves slap against the sandy shore, and the cries of seagulls fill the air. Over their squawking you make out another animal noise—the barking of a dog. Another beastial voice replies and you realize their timbre is hollow and strange as two loping forms rush through the treeline, ignoring everything in their way as they charge towards you!

The Red’s Ghostly Dogs (2) CR 2

XP 600
N Small undead (incorporeal)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +12

AC 13, touch 12, flat-footed 12 (+1 Dex, +1 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +1
Defensive Abilities channel resistance +4, incorporeal; Immune undead

Speed fly 30 ft. (perfect)
Melee corrupting touch +2 (2d6, Fort DC 10 half)

Str —, Dex 13, Con —, Int 2, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 jumping), Perception +12, Stealth +9, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Perception, +4 Stealth, +4 Survival when tracking by scent

Rejuvenation (Su) The Red’s ghostly dogs continue to seek out their master; only when they realize that the Red is no more (a DC 16 Handle Animal check by a PC with the wild empathy class feature) do the ghostly dogs take their final rest. Until then, their “destroyed” spirits restore themselves in 2d4 days.

The Red’s ghostly dogs continue attacking until they are either destroyed, intruders are knocked unconscious (or dead), or if their enemies retreat 500 feet away from the cave. In the event of the latter, the undead canines take cover and remain nearby, attacking anyone that passes over the threshold.

Once defeated, a cursory search of their cave reveals 5d10+20 gold and some rusty pirate equipment (of no practical use anymore). A thorough sweep of the chamber with a DC 14 Perception check finds a weathered old treasure map that leads to a buried chest down on the beach; within it is a seadog eyepatch [see this upcoming Magic Item Monday! -MM], but the Hungering Jungle’s shores hold dangers all their own…


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Wonders of NaeraCull: Jurgen the Dødelig

Under the hot, humid sun that beats down on NaeraCull, you see a strange sight—a bright red and white parasol bobbing up and down, just a few feet above the ground. A thrumming hum punctuated by a steady tapping, almost insidious with the ease of its melody, accompanies the bouncing, curved canvas until its wearer finally comes into view: a skeleton.

Not a regular skeleton mind you, but a small one—perhaps it was once a gnome or halfling—quite different from the typical sort. First of all, its dressed in a finely tailored suit with an ostentatious top hat that just barely taps the inside of the parasol in its hands. A worn pack is slung over its shoulder, but two satchels swing on either side of him, each bursting with papers. In its other hand is a battered, lacquered cane with a silver fitting at its top—upon rounding the corner it points it at you and, to your utter surprise, speaks.

AAW-Dodelig-color-01“You! You there! Welcome to NaeraCull! I am Jurgen, guide of these famed lands and purveyor of useful information to explorers not native to the Hungering Jungle! Come, come, read of the beatific God’s Tears’ Falls! Learn of the infamous buccaneer the Red Death, and perhaps find treasure near his watery grave! Please, take a pamphlet, I’ve many, enough for all!”

Oddly, the small undead seems to be quite genuine, staking the sharpened bottom of the parasol into the ground dropping his satchels on either side to sit cross-legged before rifling through the many folded papers in each bag. He grabs one, holding it out toward you “here! Pirate treasure, eh—some say that gold coins wash onto the shores of the beaches to the south. Do you dare venture there? Or Mount Mahangua—are you brave enough to seek fame and glory in the fiery territory of the lizardfolk?”

Looking at one of the parchments, you can clearly make out the Common tongue, detailing various elements of the region—these are literally ‘Guides to the Hungering Jungle.’ As this undead fellow’s questionable sanity comes barreling to mind, he waves his fingerbones through the air and declares, “no, no charge necessary of course! Simply take a few and enjoy your stay in NaeraCull! You’ll be dying to come back!”

[The first of these pamphlets will be revealed throughout next week, and available to download as one of the free PDFs for every Friday this month! -MM]