Fan Creation Old School Nefarium - A Quick Update in the OP (6/14/13) - Page 11




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  1. #101
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

    Mark Chance's Avatar

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    Kiran Drea

    Kiran Drea rules as a queen among her kind. She has forged her tribe into a disciplined unit that dominates her section of the subterranean world through a combination of deadly traps, canny defenses, and clever alliances with nearby monsters. Among these monsters are two very young white dragons who act as Kiran's lieutenants.

    Kiran's duties as queen keep her in her domain most of the time. When it is necessary for her to venture forth representing or defending her tribe, Kiran usually travels in the company of her lieutenants and two or three gangs of kobold warriors. In battle, assuming Kiran has not had time to prepare, she uses vanish to gain cover in order to cast summon monster III, protection from good, and shield while her lieutenants and warriors attack. She then uses a combination of flame arrow and arcane strike with her crossbow and her area of effect spells admixed to cause cold damage, preferring to use the latter against targets engaged by the dragons.


    Kiran Drea

    CR 8; XP 4,800
    Dragonbreath white kobold admixer 6
    LE Small humanoid (reptilian)
    Init +2; Senses darkvision 60 ft.; Perception +3

    DEFENSE
    AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +1 natural, +1 size)
    hp 29 (6d6+6)
    Fort +4, Ref +5, Will +7
    Weaknesses light sensitivity

    OFFENSE
    Speed 30 ft.
    Melee quarterstaff +3 (1d4-1), or
    Ranged masterwork light crossbow +7 (1d6/19-20, 80 ft. range increment), or
    Ranged masterwork light crossbow +10 (1d6+4 plus 2d6/19-20, 80 ft. range increment) (+2 dwarf bane crossbow bolt)
    Special Attacks versatile evocation 6/day
    Wizard Spells Prepared (CL 6th; concentration +9):
    3rd (3+1)- fire breath (Ref DC 18*) (Heightened), flame arrow, summon monster III
    2nd (4+1)- blur, dust of twilight (Fort DC 15), flare burst (Fort DC 17) (Heightened), scorching ray, see invisibility
    1st (4+1)- burning hands (Ref DC 16*) (x2), protection from good, vanish, shield
    0 (4)- detect magic, mage hand, ray of frost, resistance
    * Kiran typically casts this as a cold spell using versatile evocation. If she doesn't, apply a -1 to the save DC.

    STATISTICS
    Str 8, Dex 15, Con 12, Int 17, Wis 12, Cha 14
    Base Atk +3; CMB +1; CMD 13
    Feats Arcane Strike, Heighten Spell (B), Rapid Reload, Scribe Scroll (B), Spell Focus (evocation)
    Skills Craft (trapmaking) +14, Knowledge (arcana) +9, Knowledge (dungeoneering) +12, Linguistics +9, Profession (miner) +12, Spellcraft +12, Stealth +15; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
    Languages Abyssal, Aklo, Common, Draconic, Giant, Infernal, Undercommon
    SQ arcane bond, crafty, prohibited arcane schools (enchantment, necromancy)

    SPECIAL ABILITIES
    Arcane Strike (Su): As a swift action, Kiran can imbue your weapons with a fraction of her power. For 1 round, her weapons deal +2 damage and are treated as magic for the purpose of overcoming damage reduction.

    Breath Weapon (Su): Kiran can breathe a 10-foot cone once per round as a move action, forcing a DC 14 Reflex save for half damage. Those who fail the saving throw take 1d8 points of cold damage. After using their breath weapons, Kiran must wait 1d4 rounds before using them again.

    Cold Magic (Ex): Kiran gains a +1 bonus to the DC of any spell they cast with the cold subtype.

    Crafty (Ex): Craft (trapmaking) and Stealth are always class skills for a kobold.

    Light Sensitivity (Ex): Kobolds are dazzled as long as they remain in an area of bright light.

    Versatile Evocation (Su): When Kiran casst an evocation spell that does acid, cold, electricity, or fire damage, she may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to DM discretion. Kiran can use this ability a number of times per day equal to 3 + her Intelligence modifier.

    GEAR
    +2 dwarf bane crossbow bolts (x15), arcane scroll (dispel magic [x2], protection from energy [x2], CL 5th), bracers of armor +2, cloak of resistance +1, horn of goodness/evil, potion of barskin +3, potion of cure serious wounds, wand of grease, masterwork light crossbow, plus 2600 worth of other items and treasure

    N.B. Kiran has gear equivalent to a 7th-level player character. Her CR is +1 higher than expected as a result.
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  • #102
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

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    The Bloat Zombie

    Before reading on, check out this pic over at FreakyGaming.com. It's my inspiration for this recent Chance Encounter from my Quid Novi? e-letter.

    The creature lumbers into view, its gray, putrid flesh swollen and swaying as if bloated with liquid. Its bleary eyes swivel in your direction and something as much death rictus and grin twists its visage.

    "Lunch," it says, smacking its flaccid lips.


    Bloat Zombie Variant Template

    This variant zombie follows the normal rules for the zombie template, but with the following modifications:

    CR: Based on Hit Dice as normal zombie +1.

    Hit Dice: Drop HD gained from class levels (minimum of 1) and change racial HD to d8s. The bloat zombie gains additional Hit Dice depending on the base creature's size. A Tiny or smaller creature gains +1 HD, Small gains +2 HD, Medium gains +4 HD, and Large or bigger gains +6 HD. Like regular zombies, bloat zombies use their Charisma modifiers to determine bonus hit points (instead of Constitution).

    Attacks: In addition to retaining all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature plus gaining the zombie's standard slam attack, a bloat zombie can expectorate gray bloat contagion as a ranged touch attack out to a range of 15 feet with no range increment.

    Special Attacks: A bloat zombie's natural attacks (including its slam attack) can afflict a target with gray bloat.

    Abilities: Str +4, Dex -2, Int -4, Cha +2. A bloat zombie has no Con score.

    Skills: The bloat zombie loses all skills associated with the base creature. A bloat zombie has points equal to 4 + Int modifier (minimum 1) per Hit Die. The following are class skills for a bloat zombie: Climb, Intimidate, Perception, Sense Motive, and Stealth.

    Feats: A zombie loses all feats gained from class levels. It gains feats based on its adjusted Hit Dice, but bloat zombies are limited to combat feats, monster feats, and feats that adjust skill checks (such as Stealthy). All bloat zombies gain Toughness as a bonus feat.


    Bugbear Bloat Zombie

    CR 4; XP 800
    NE Medium undead
    Init +0; Senses darkvision 60 ft.; Perception +7

    DEFENSES
    AC 13, touch 10, flat-footed 13 (+1 armor, +2 natural)
    hp 38 (7d8+7)
    Fort +2, Ref +2, Will +5
    DR 10/slashing; Immune undead traits

    OFFFENSE
    Speed 30 ft.
    Melee morningstar +8 (1d8+13), or
    Melee slam +9 (1d6+13 plus disease), or
    Ranged javelin +5 (1d6+5), or
    Ranged Touch gray bloat spittle +5 (disease)
    Special Attacks disease (Fort DC 15)

    STATISTICS
    Str 20, Dex 11, Con --, Int 6, Wis 10, Cha 11
    Base Atk +5; CMB +8 (+10 sunder) (includes -2 modifer from Power Attack); CMD 20 (22 vs. sunder)
    Feats Ability Focus (disease), Improved Sunder, Power Attack, Toughness (B), Weapon Focus (slam)
    Skills Climb +9, Intimidate +7, Perception +7
    SQ staggered
    Languages Common, Goblin

    SPECIAL ABILITIES
    Staggered (Ex): Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.

    ECOLOGY
    Environment any
    Organization solitary, pair, or mob (3-9)
    Treasure standard (broken leather armor, morningstar, 3 javelins, other treasure)


    Gray Bloat Disease

    Type disease, contact, injury; Save Fortitude DC 10 + 1/2 bloat zombie Hit Dice + Charisma modifier
    Onset 1 day; Frequency 1/day
    Effect 1d6 Dex and 1d6 Con damage; Cure --

    The gray bloat is a horrible supernatural disease that only afflicts humanoids. Its victims swell with noxious gases and unwholesome fluids, suffering terrible pain in the process. Unlike normal diseases, gray bloat continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. A humanoid who dies from gray bloat rises as a bloat zombie 1d4 minutes after death unless the corpse is subjected to a bless spell or similar magic.
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  • #103
    Boingy! Boingy! COPPER SUBSCRIBER
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    The Deadly Doll

    For a recent Quid Novi?, I couldn't help but work up another haunt. I'm intrigued by the idea of haunts, a sort of cross between an undead monster and a trap. I've taken a few liberties with the rules for haunts when creating the Deadly Doll.

    The Deadly Doll

    CR 5; XP 1,600
    NE haunt (effect limited to humanoid creature who touches the doll); persistent
    Caster Level 9th
    Notice Perception DC 18 (the doll whispers to the holder)
    hp 22; Weakness triggered by touch; Trigger touch; Reset 1 day

    Effect The haunt is triggered by picking up the doll. The target must succeed a DC 17 Will save or be dominated as per the spell dominate person. The dominated person must use the doll to lure a child and then murder the child.

    Destruction The doll must be burned after succeeding with a remove curse against DC 20. Otherwise, the burnt doll will reappear 1d6 miles away from the burn site after 24 hours. Casting break enchantment against DC 20 can free a creature from the dominate person effect.

    Background Once upon a dark time, an evil man crafted toys in order to lure children into his deadly clutches. Eventually, the outraged and vengeful community upon which the evil man preyed uncovered his wickedness. He suffered horribly at the mob's hands before dying. Unfortunately, his death did not end his terror. The evil man's basest desires survived death, infecting one of his many dolls. The Deadly Doll now serves as a focus for the evil man's monstrous appetite for murder.
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  • #104
    Boingy! Boingy! COPPER SUBSCRIBER
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    Saltar Anura, Boggard Summoner

    Saltar Anura leads a vicious band of boggards and lizard folk. He maintains control over his underlings by threats, violence, and kept promises for loot and bloodshed. Aiding him are Oavpa, a lizardfolk antipaladin, and Apoblnta, a boggard oracle. To complete Saltar's band, add 8 boggards and 12 lizard folk for another 9,600 XP worth of creatures. This puts the entire crew a little above a CR 11 encounter if everything happens at once.

    Saltar Anura

    Boggard summoner 4
    CR 6; XP 2,400
    CE Medium humanoid (boggard)
    Init +0; Senses darkvision 60 ft., low-light vision; Perception +3

    DEFENSE
    AC 18, touch 10, flat-footed 18 (+5 armor, +3 natural)
    hp 66 (7d8+35)
    Fort +8, Ref +2, Will +4
    Defensive Abilities shield ally

    OFFENSE
    Speed 20 ft., swim 30 ft.
    Melee masterwork morningstar +9 (1d8+3), tongue +2 touch (sticky tongue), or
    Ranged masterwork light crossbow +6 (1d8+1, 80 ft. range increment)
    Special Attacks Dirty Fighter, terrifying croak
    Spell-Like Abilities (CL 4th):
    5/day - summon monster II
    Summoner Spells Known (CL 6th):
    2nd (2/day)- cat's grace, invisibility
    1st (4/day)- daze monster (Will 13), enlarge person, protection from good, shield
    0 - acid splash, detect magic, guidance, message, read magic, resistance

    STATISTICS
    Str 15, Dex 11, Con 18, Int 10, Wis 9, Cha 15
    Base Atk +5; CMB +7; CMD 17
    Feats Ability Focus (terrifying croak), Additional Traits, Toughness, Weapon Focus (morningstar)
    Traits Dirty Fighter, Magical Knack
    Skills Acrobatics +4 (+20 jumping), Knowledge (nature) +7, Perception +3, Spellcraft +7, Stealth +3 (+11 in swamps), Swim +6 (+14 to perform a special action or avoid a hazard); Racial Modifiers +16 Acrobatics when jumping, +4 Perception, +8 Swim to perform a special action or avoid a hazard, +8 Stealth in swamps
    Languages Boggard
    SQ bond senses, hold breath, life link, swamp stride

    SPECIAL ABILITIES
    Hold Breath (Ex): Saltar can hold his breath for a number of rounds equal to four times its Constitution score before he risks drowning or suffocating.

    Shield Ally (Ex): Whenever Saltar is within his eidolon’s reach, he receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

    Sticky Tongue (Ex): A creature hit Saltar's tongue attack cannot move more than 10 feet away from the boggard and takes a -2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete Saltar's actual hit points). Saltar cannot move more than 10 feet away from the target, but Saltar can release its tongue as a free action. Saltar cannot pull targets toward him with his tongue.

    Swamp Stride (Ex): Saltar moves through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects Saltar normally.

    Terrifying Croak (Su): Once per hour, Saltar, as a standard action, emit a loud and horrifying croak. Any non-boggard creature within 30 feet of the Saltar must make a DC 17 Will save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again by Saltar's croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. The save DC is Charisma-based and includes a +2 racial bonus.

    GEAR
    +1 chain shirt, +1 crossbow bolt (x15), elixir of truth, potion of cure moderate wounds, potion of shield of faith +2, masterwork morningstar, masterwork light crossbow, leather tabard with 4 bloodstones (120 gp), 2 pp, 20 gp


    Batpaxos

    Saltar's quadruped eidolon
    CE Medium outsider
    Init +2; Senses darkvision 60 ft., scent; Perception +7

    DEFENSE
    AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
    hp 22 (3d10+6)
    Fort +5, Ref +5, Will +1
    Defensive Abilities evasion

    OFFENSE
    Speed 40 ft., swim 40 ft.
    Melee bite +5 (1d6+2), 2 claws (1d4+2), or
    Melee bite +4 (1d6+4), 2 claws (1d4+4) (Power Attack)
    Special Attacks pounce

    STATISTICS
    Str 15, Dex 15, Con 15, Int 7, Wis 10, Cha 11
    Base Atk +3; CMB +5 (+7 with drag); CMD 17 (19 vs. drag, 21 vs. trip)
    Feats Improved Drag, Power Attack
    Skills Acrobatics +17 (+21 jumping), Perception +7, Stealth +9, Swim +9 (+17 to perform a special action or avoid a hazard); Racial Modifiers +8 Acrobatics (+12 when jumping), +8 Swim to perform a special action or avoid a hazard
    Languages Boggard
    Evolutions ability increase (Con), bite, claws x2, limbs (legs) x2, pounce, skilled (Acrobatics), swim
    SQ link, share spells


    Oavpa

    Lizardfolk antipaladin 3
    CR 4; XP 1,200
    CE Medium humanoid (reptilian)
    Init -1; Senses Perception +6
    Aura cowardice (10-ft. radius)

    DEFENSE
    AC 21, touch 9, flat-footed 21 (+5 armor, -1 Dex, +5 natural, +2 shield)
    hp 33 (2d8+2 plus 3d10+6)
    Fort +9, Ref +5, Will +7
    Defensive Abilities unholy resilience; Immune disease

    OFFENSE
    Speed 20 ft., swim 10 ft.
    Melee masterwork scorpion whip +8 (1d4+3, 15 ft. reach), claw +5 (1d4+1 plus disease), bite +5 (1d6+1 plus disease), or
    Melee claw +7 (1d4+3 plus disease), bite +7 (1d6+3 plus disease), or
    Ranged javelin +3 (1d6+3, 30 ft. range increment)
    Special Attacks smite good 1/day, touch of corruption 1d6 plus shaken for 3 rounds (Fort 13) 3/day
    Spell-Like Abilities (CL 3rd):
    At will - detect good

    STATISTICS
    Str 17, Dex 8, Con 13, Int 11, Wis 12, Cha 14
    Base Atk +4; CMB +7 (+9 disarm with whip); CMD 16
    Feats Exotic Weapon Proficiency (whip), Improved Natural Attack (bite), Multiattack
    Skills Acrobatics +4, Intimidate +7, Linguistics +4, Perception +6, Sense Motive +6, Swim +5 (+13 Swim to perform a special action or avoid a hazard); Racial Modifiers +4 Acrobatics, +8 Swim to perform a special action or avoid a hazard
    Languages Boggard, Draconic
    SQ hold breath, plague bringer

    SPECIAL ABILITIES
    Aura of Cowardice (Su): Oavpa radiates a palpably daunting aura that causes all enemies within 10 feet to take a -4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of Oavpa. This ability functions only while Oavpa remains conscious, not if he is unconscious or dead.

    Bloodroot Poison: Two of Oavpa's javelins are envenomed.

    Type poison, injury; Save Fortitude DC 12; Onset 1 round; Frequency 1/round for 4 rounds; Effect 1 Con damage and 1 Wis damage; Cure 1 save

    Greenscale Disease (Ex): This disgusting disease causes patches of skin to harden and crack, weeping greenish pus and covering the body with putrid, scale-like patterns. Oavpa is a carrier of this disease, but it does not affect him.

    Type disease, injury; Save Fortitude DC 15; Onset 1d6 days; Frequency 1/week; Effect 1d2 Cha damage and 1d2 Dex damage, target must make a second Fort save or 1 point of the Cha damage is drain instead; Cure 2 consecutive saves

    Hold Breath (Ex): Oavpa can hold his breath for a number of rounds equal to 4 times his Constitution score before he risks drowning.

    Smite Good (Su): As a swift action, Oavpa chooses one target within sight to smite. If this target is good, the antipaladin adds +2 on his attack rolls and adds +3 on all damage rolls made against the target of his smite. In addition, while smite good is in effect, the antipaladin gains a +2 deflection bonus to his AC against attacks made by the target of the smite.

    Touch of Corruption (Su): Oavpa surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. He can use this ability 3 times per day. As a touch attack, an antipaladin can cause 1d6 points of damage. Using this ability is a standard action that does not provoke attacks of opportunity.

    GEAR
    divine scroll (bull's strength), masterwork scale mail, darkwood heavy wooden shield, masterwork scorpion whip, masterwork silver dagger, javelins (x4), thunderstones (x4), bracelet with three white pearls (300 gp), 8 gp


    Apoblnta

    Boggard oracle of battle 2
    CR 4; XP 1,200
    CE Medium humanoid (boggard)
    Init +0; Senses darkvision 60 ft., low-light vision; Perception +11

    DEFENSE
    AC 17, touch 10, flat-footed 17 (+4 armor, +3 natural)
    hp 37 (5d8+15)
    Fort +5, Ref +1, Will +6; +4 vs. disease

    OFFENSE
    Speed 20 ft., swim 30 ft.
    Melee morningstar +4 (1d8+1), tongue -1 touch (sticky tongue), or
    Ranged masterwork heavy crossbow +4 (1d10/19-20, range increment 120 ft.), or
    Ranged heavy crossbow +4 (1d10+1 nonlethal plus 1d6 nonlethal/19-20, range increment 120 ft.)
    Special Attacks surprising charge, terrifying croak
    Oracle Spells Known (CL 2nd):
    1st (5/day)- bane (Will 13), comprehend languages, cure light wounds
    0 - bleed (Will 12), detect magic, guidance, read magic, resistance

    STATISTICS
    Str 13, Dex 11, Con 14, Int 10, Wis 15, Cha 14
    Base Atk +3; CMB +4; CMD 14
    Feats Point Blank Shot, Rapid Reload (heavy crossbow), Toughness
    Skills Acrobatics +4 (+20 jumping), Heal +7, Intimidate +7, Knowledge (religion) +5, Perception +11, Spellcraft +5, Stealth +3 (+11 in swamps), Swim +3 (+11 to perform a special action or avoid a hazard); Racial Modifiers +16 Acrobatics when jumping, +4 Perception, +8 Stealth in swamps, +8 Swim to perform a special action or avoid a hazard
    Languages Boggard
    SQ hold breath, oracle's curse (wasting), swamp stride

    SPECIAL ABILITIES
    Hold Breath (Ex): Apoblnta can hold her breath for a number of rounds equal to four times her Constitution score before she risks drowning or suffocating.

    Sticky Tongue (Ex): A creature hit by Apoblnta's tongue attack cannot move more than 10 feet away from her and takes a -2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the boggard's actual hit points). Apoblnta cannot move more than 10 feet away from the target, but she can release her tongue as a free action. Apoblnta cannot pull targets toward her with her tongue.

    Surprising Charge (Ex): Once per day, Apoblnta can move up to her speed as an immediate action.

    Swamp Stride (Ex): Apoblnta can move through any sort of natural difficult terrain at her normal speed while within a swamp. Magically altered terrain affects Apoblnta normally.

    Terrifying Croak (Su): Once per hour, Apoblnta can, as a standard action, emit a loud and horrifying croak. Any non-boggard creature within 30 feet of Apoblnta must make a DC 15 Will save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again by Apoblnta's croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. The save DC is Charisma-based and includes a +2 racial bonus.

    Wasting Curse: Apoblnta's body is slowly rotting away. She takes a -4 penalty on Charisma-based skill checks, except for Intimidate. She gains a +4 competence bonus on saves made against disease.

    GEAR
    +1 merciful crossbow bolts (x5), divine scroll (defending bone, shield other), masterwork hide shirt, masterwork heavy crossbow, silver bracer (75 gp), 5 gp
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  • #105
    Boingy! Boingy! COPPER SUBSCRIBER
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    The Unsightly Sewing Room

    Well, another Quid Novi? has been e-mailed to subscribers. Here's a sample of what you missed if you've not signed up for this free, twice-monthly e-letter.

    The furniture's disarray, the broken table, the scattered personal effects, including various knitting needles and mouldering yarn. This sewing room once hosted violent events. Indeed, that dark stain on the rat-chewed rug could be long-dried blood. As you move into the room, you spot a dessicated corpse curled into defensive posture behind a tattered loveseat.

    The Unsightly Sewing Room

    The Unsightly Sewing Room was the site of a horrible murder. The victim's corpse rots behind the loveseat. This poor soul was killed by knitting needles wielded as improvised weapons. One of the needles is still lodged in the corpse's left eye socket. The unspeakable violence has combined with the victim's undying thirst for vengeance to haunt the chamber.

    CR 4; XP 1,200
    CE haunt (20-foot square sewing room); persistent
    Caster Level 4th
    Notice Perception DC 12 (faint spectral knitting needles appear in the air)
    hp 18; Weakness triggered by touch; Trigger touch; Reset 1 day

    Effect The haunt remains inactive so long as the contents of the sewing room remain undisturbed. Should any living creature touch the contents of the sewing room, however, the malevolent spirit manifests itself as a pair of spectral knitting needles that unerringly strike at the eyes of the offending creature. The victim must make two DC 13 Fortitude saves, using the lowest total. Failure means the victim is struck blind as if targeted by blindness/deafness modified by the Persistent Spell metamagic feat. Since the haunt is persistent, it continues to attack those in the sewing room once per round on its initiative rank until destroyed or it no longer has a target.

    Destruction The haunt must be reduced to 0 hit points via positive energy. The sewing room must then be subjected to a consecrate spell, which permanently destroys the haunt.
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  • #106
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    Penguins! Penguins! Penguins!

    From my Perilous Penguin Edition PDF, now available at DriveThruRPG and at Paizo.com.

    Pulling itself out of the water, this black and white bird is as tall as a halfling and almost as thick, having flippers rather than wings. It begins to awkwardly shuffle across the ground on its hind legs, clearly less adroit on land than in the water.

    Emperor Penguin

    CR 1; XP 400
    N Small animal
    Init +1; Senses low-light vision; Perception +5

    DEFENSE
    AC 13, touch 11, flat-footed 12 (+1 Dex, +1 natural, +1 size)
    hp 13 (2d8+4)
    Fort +5, Ref +4, Will +1

    OFFENSE
    Speed 15 ft., swim 30 ft.
    Melee bite +2 (1d4-1)

    STATISTICS
    Str 9, Dex 13, Con 15, Int 2, Wis 13, Cha 9
    Base Atk +1; CMB -1; CMD 10
    Feats Weapon Focus (bite)
    Skills Perception +5, Stealth +5, Swim +11; Racial Modifiers +8 Swim
    SQ hold breath

    ECOLOGY
    Environment any arctic
    Organization solitary, pair, or parcel (3-12)
    Treasure none

    The largest of all penguins, emperor penguins are typically found in arctic environments. They are able to regulate their internal temperatures with great efficiency, however, and are comfortable almost anywhere.

    Druids or rangers may take emperor penguins as animal companions. Emperor penguin animal companions use the following statistics.

    Emperor Penguin Animal Companion
    Starting Statistics:
    Size Small; Speed 15 ft., swim 30 ft.; AC +1 natural armor; Attack bite (1d4); Ability Scores Str 9, Dex 13, Con 15, Int 2, Wis 13, Cha 9; Special Qualities hold breath, low-light vision.
    4th-Level Advancement: Ability Scores Str +2, Con +2.


    Barely over a foot tall, this small bird has a slate-blue plumage that stands out markedly against its white underbelly. Its front appendages look like flippers, and as you watch, it waddles to the edge of the water and dives right in, swimming with remarkable grace.

    Little Penguin

    CR 1/6; XP 65
    N Tiny animal
    Init +2; Senses low-light vision; Perception +1

    DEFENSE
    AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
    hp 3 (1d8-1)
    Fort +1, Ref +4, Will +1

    OFFENSE
    Speed 10 ft., swim 30 ft.
    Melee bite +4 (1d3-4)
    Space 2-1/2 ft.; Reach 0 ft.

    STATISTICS
    Str 2, Dex 15, Con 8, Int 1, Wis 12, Cha 7
    Base Atk +0; CMB +0; CMD 6
    Feats Weapon Finesse
    Skills Perception +1, Stealth +10, Swim +10; Racial Modifiers +8 Swim

    ECOLOGY
    Environment any temperate
    Organization solitary, pair, or parcel (3-12)
    Treasure none

    Also known as fairy penguins and blue penguins, little penguins live in waterfront areas of warmer climates.

    Little penguins use their Dexterity modifier instead of their Strength modifier for Climb and Swim checks. Wizards, witches, and sorcerers with the arcane bloodline may take a little penguin as a familiar. A little penguin familiar grants their master a +3 bonus on Swim checks.
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  • #107
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

    Mark Chance's Avatar

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    Wild Hunts & Degenerate Elves

    In this post, I take the Wild Hunter in the first sblock and subject him to the various Dark Taint transformations I blog about here.

    Wild Hunter

    CR 1; XP 400
    Elf ranger 2
    CG Medium humanoid (elf)
    Init +3; Senses low-light vision; Perception +8

    DEFENSE
    AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
    hp 17 (2d10+2)
    Fort +4, Ref +6, Will +1; +2 vs. enchantments
    Immune sleep

    OFFENSE
    Speed 30 ft.
    Melee masterwork longsword +2 (1d8+1/19-20), dagger +1 (1d4/19-20)
    Ranged longbow +5 (1d8/ื3)
    Special Attacks favored enemy (humans +2)

    STATISTICS
    Str 13, Dex 16, Con 13, Int 10, Wis 12, Cha 10
    Base Atk +2; CMB +3; CMD 16
    Feats Stealthy, Two-Weapon Fighting (B)
    Skills Bluff +2, Climb +5, Escape Artist +6, Knowledge (local) +2, Perception +8, Sense Motive +6, Stealth +9, Survival +6 (+7 to follow or identify tracks); Racial Modifiers +2 Perception; Armor Check Penalty -1
    Languages Common, Elven
    SQ elven magic, track +1, weapon familiarity, wild empathy +2
    Gear masterwork chain shirt, dagger, longbow with 20 arrows, masterwork longsword


    Wild Hunter (Stage 1 Dark Elf)

    CR 1; XP 400
    Elf ranger 2
    CG Medium humanoid (elf)
    Init +3; Senses darkvision 60 ft.; Perception +8

    DEFENSE
    AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
    hp 17 (2d10+2)
    Fort +4, Ref +6, Will +1; +2 vs. enchantments
    Immune sleep
    Weakness light sensitivity

    OFFENSE
    Speed 30 ft.
    Melee masterwork longsword +2 (1d8+1/19-20), dagger +1 (1d4/19-20)
    Ranged longbow +5 (1d8/ื3)
    Special Attacks favored enemy (humans +2), poison use
    Spell-Like Ability (CL 2nd):
    1/day - dancing lights

    STATISTICS
    Str 13, Dex 16, Con 13, Int 8, Wis 12, Cha 12
    Base Atk +2; CMB +3; CMD 16
    Feats Stealthy, Two-Weapon Fighting (B)
    Skills Bluff +3, Climb +5, Escape Artist +6, Knowledge (local) +1, Perception +8, Sense Motive +6, Stealth +9, Survival +6 (+7 to follow or identify tracks); Racial Modifiers +2 Perception; Armor Check Penalty -1
    Languages Common, Elven
    SQ elven magic, track +1, weapon familiarity, wild empathy +3
    Gear masterwork chain shirt, dagger, longbow with 20 arrows, masterwork longsword


    Wild Hunter (Stage 2 Dark Elf)

    CR 2; XP 600
    Elf ranger 2
    CG Medium fey (elf)
    Init +4; Senses darkvision 120 ft.; Perception +8

    DEFENSE
    AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
    hp 17 (2d10+2)
    Fort +4, Ref +7, Will +1; +2 vs. enchantments
    DR 3/cold iron; SR 8; Immune sleep
    Weakness light blindness

    OFFENSE
    Speed 30 ft.
    Melee masterwork longsword +2 (1d8+1/19-20), dagger +1 (1d4/19-20)
    Ranged longbow +5 (1d8/ื3)
    Special Attacks favored enemy (humans +2), poison use
    Spell-Like Ability (CL 2nd):
    1/day - dancing lights, darkness, faerie fire

    STATISTICS
    Str 13, Dex 18, Con 13, Int 8, Wis 12, Cha 12
    Base Atk +2; CMB +3; CMD 16
    Feats Stealthy, Two-Weapon Fighting (B)
    Skills Bluff +3, Climb +5, Escape Artist +7, Knowledge (local) +1, Perception +8, Sense Motive +6, Stealth +10, Survival +6 (+7 to follow or identify tracks); Racial Modifiers +2 Perception; Armor Check Penalty -1
    Languages Common, Elven
    SQ track +1, weapon familiarity, wild empathy +3
    Gear masterwork chain shirt, dagger, longbow with 20 arrows, masterwork longsword


    Wild Hunter (Stage 1 Grimlock)

    CR 1; XP 400
    Elf ranger 2
    CG Medium humanoid (elf)
    Init +3; Senses blindsense 40 ft., scent; Perception +6

    DEFENSE
    AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
    hp 19 (2d10+4)
    Fort +5, Ref +6, Will +1; +2 vs. enchantments
    Immune sleep

    OFFENSE
    Speed 30 ft.
    Melee masterwork longsword +3 (1d8+2/19-20), dagger +2 (1d4+1/19-20)
    Ranged longbow +5 (1d8/ื3)
    Special Attacks favored enemy (humans +2)

    STATISTICS
    Str 15, Dex 16, Con 15, Int 10, Wis 12, Cha 10
    Base Atk +2; CMB +3; CMD 16
    Feats Stealthy, Two-Weapon Fighting (B)
    Skills Bluff +2, Climb +6, Escape Artist +6, Knowledge (local) +2, Perception +6, Sense Motive +6, Stealth +9, Survival +6 (+7 to follow or identify tracks); Armor Check Penalty -1
    Languages Common, Elven
    SQ track +1, weapon familiarity, wild empathy +2
    Gear masterwork chain shirt, dagger, longbow with 20 arrows, masterwork longsword


    Wild Hunter (Stage 2 Grimlock)

    CR 2; XP 600
    Elf ranger 2
    CG Medium fey (elf)
    Init +3; Senses blindsight 40 ft., scent; Perception +6

    DEFENSE
    AC 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural)
    hp 24 (2d10+4 plus 1d6+2)
    Fort +5, Ref +6, Will +3
    DR 3/cold iron; Immune gaze attacks, visual effects, illusions, and other attack forms that rely on sight

    OFFENSE
    Speed 30 ft.
    Melee masterwork longsword +4 (1d8+3/19-20), dagger +2 (1d4+1/19-20)
    Ranged longbow +5 (1d8/ื3)
    Special Attacks favored enemy (humans +2)

    STATISTICS
    Str 17, Dex 16, Con 15, Int 8, Wis 12, Cha 8
    Base Atk +2; CMB +3; CMD 16
    Feats Stealthy, Two-Weapon Fighting (B)
    Skills Bluff +1, Climb +8, Escape Artist +7, Knowledge (local) +1, Perception +7, Sense Motive +7, Stealth +9, Survival +6 (+7 to follow or identify tracks), Swim +6; Armor Check Penalty -1
    Languages Common, Elven
    SQ track +1, weapon familiarity, wild empathy +1
    Gear masterwork chain shirt, dagger, longbow with 20 arrows, masterwork longsword
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  • #108
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

    Mark Chance's Avatar

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    Durgankhar

    Ahead, the ground squirms. You raise your continual flame high, and the spreading circle of light reveals that thousands -- tens of thousands -- of worms cover the cavern's floor. They wriggle and writhe in a grotesque parody of carpet. You see clearly that the closest worms have heads that split into four-part, hooked mandibles. Then, as you watch, the swarm starts to bubble and rise. Before your widening eyes, it coalesces into the shape of a huge winged lizard.

    Durgankhar
    Durgankhar is an adult green dragon who struck dark pacts with evil powers, thus becoming a worm that walks. It is no longer a dragon, but instead lives as a monstrous conglomeration of verminous worms gifted with unholy vitality.

    Durgankhar
    CR 14; XP 38,400
    LE Huge vermin (air, augmented dragon)
    Init +2; Senses blindsight 30 ft., dragon senses, Perception +33
    Aura frightful presence (180 ft., Will DC 20)

    DEFENSE
    AC 13, touch 13, flat-footed 11 (+2 Dex, +3 insight, -2 size)
    hp 172 (15d8+75); fast healing 14
    Fort +16, Ref +11, Will +14
    DR 15/--; Immune acid, critical hits, disease, flanking, paralysis, poison, sleep, worm that walks traits; SR 23

    OFFENSE
    Speed 40 ft., fly 200 ft. (poor), swim 40 ft.
    Melee slam +17 (1d8+24 plus grab/19-20)
    Space 15 ft.; Reach 10 ft.
    Special Attacks breath weapon (50-ft. cone, Ref DC 24, 12d6 acid), crush (Small creatures, Ref DC 24, 2d8+12), engulf (3d6+12), squirming embrace (3d6+12 plus nauseated, DC 24)
    Spell-Like Abilities (CL 15th):
    At will - charm person (DC 14), entangle (DC 14), suggestion (DC 16)
    Spells Known (CL 5th):
    2nd (5/day) - bull's endurance, mirror image
    1st (7/day) - shield, silent image (DC 14), touch of gracelessness (DC 14), true strike
    0 (at will) - [i]dancing lights, detect magic, ghost sound, mage hand, message, prestidigitation[/b]
    N.B. Durgankhar slam attack includes a -4 attack roll/+12 damage modifier from Power Attack. This attack roll modifier is applied to its CMB as well.

    STATISTICS
    Str 27, Dex 14, Con 25, Int 16, Wis 17, Cha 16
    Base Atk +15; CMB +21 (+29 grapple); CMD 44 (48 vs. trip)
    Feats Alertness, Cleave, Die Hard (B), Flyby Attack, Great Cleave, Improved Critical (slam), Iron Will, Power Attack
    Skills Fly +12, Knowledge (arcane) +21, Knowledge (nature) +21, Perception +33, Sense Motive +13, Spellcraft +21, Stealth +20, Survival +21, Swim +34, Use Magic Device +21; Racial Modifiers +8 Perception, Sense Motive, and Stealth
    Languages Common, Draconic, Elven, Sylvan

    SPECIAL ABILITIES
    Discorporate (Su): Durgankhar can collapse into a shapeless swarm of worms as a free action. All held, worn, and carried items fall, and its Strength score drops to 1. Durgankhar functions as a true swarm while discorporated, with a reach of 0 feet (its space remains unchanged). While discorporated, Durgankhar loses all of its defensive abilities and gains all of the standard swarm traits. It loses its slam attacks and all special abilities and special attacks, but can make a swarm attack that deals damage equal to its engulf attack. Durgankhar can reform into its true form (including equipping all gear in reach) as a full-round action as long as it has at least 1 hit point.

    Squirming Embrace (Ex): If Durgankhar grapples a foe, as a swift action, it can cause a swarm of worms to squirm over the grappled creature. These worms deal automatic swarm damage with no attack roll needed. If a creature takes damage from the swarm, it is also subject to the swarm’s distraction ability, and must make a DC Fortitude save or be nauseated for 1 round. The save is Constitution-based.

    Durgankhar can only have one embraced target at a time, but it does not have to continue grappling in order to maintain the embrace. If Durgankhar moves more than 5 feet from the swarm or dismisses the swarm (a free action), the swarm dies. Any area attack that damages the swarm or any severe or stronger wind effect that affects the swarm’s target kills it.

    Trackless Step (Ex): Durgankhar does not leave a trail in natural surroundings and cannot be tracked. A green dragon can choose to leave a trail, if it so desires.

    Water Breathing (Ex): Durgankhar can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

    Woodland Stride (Ex): Durgankhar can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally.

    Worm that Walks Traits: Durgankhar has no discernible anatomy, and is not subject to critical hits or flanking. Reducing Durgankhar to 0 hit points causes it to discorporate (see above). Durgankhar is staggered at 0 hit points, and at negative hit points is dying. Durgankhar is immune to any physical spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of such spells and effects generated by Durgankhar itself, which treat Durgankhar as one single creature if it so chooses. Mind-affecting effects that target single creatures function normally against Durgankhar, since the creature’s individual components share a hive mind. Durgankhar takes half again as much damage (+50%) from damaging area effects, such as fireball and splash weapons. Durgankhar is susceptible to high winds. Treat Durgankhar as a Fine creature for the purposes of determining wind effects.
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  • #109
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

    Mark Chance's Avatar

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    Haunts & Other Hazards

    "Guys," said the rogue, "I'm starting to think stealing from that altar of Juiblex was a mistake. I feel...funny."

    To demonstrate the funniness, the rogue bent his elbow against the joint by nearly thirty degrees.

    "Ouch," said the bard. "That looks painful."


    Jelly Bones

    Type curse; Save Fortitude DC 18
    Frequency 1/day
    Effect The jelly bones curse gradually turns the victim's skeletal system into gelatin. Each day the curse has its effect, the victim suffers 1d6 points of Strength damage. For every 2 points of Strength damage suffered, the victim's flexible skeleton grants a +1 bonus to Escape Artist checks. If the victim is reduced to 0 Strength, he falls unconscious and starts to suffer 1d6 points of Constitution damage every minute (Fortitude save negates; check each minute). Should jelly bones kill the victim, he transforms into an ochre jelly in 1d4 rounds.


    The adventurers passed through the secret door in the fireplace after trussing up the hobgoblin and locking him in the long-unused pantry. Stooping through into the narrow passage beyond, the rogue moved cautiously, experienced eyes looking for hazards such as trip wires and pressure plates. He reached the stout wooden door at the end of the passage without incident. The fighter was close behind.

    "Looks safe to me," said the rogue.

    "Fine," the fighter said.

    The rogue picked the lock on the door and pushed it open. Beyond lay a dusty, cobwebbed laboratory. Shelves of books and phials. A table covered with alchemical apparatus. The rogue slid noiselessly into the room.

    "Begone!" howled the spectral figure of a wild-haired man in a blood-spattered smock that appeared out of nowhere. The ghost flew at the rogue, a terrible scalpel in its hand. The rogue yelped as he was caught in a cloud of screams and ectoplasmic dissecting tools. When the cloud dispersed, the rogue was gone.

    "Nine Hells," the fighter said, looking at the floppy eared rabbit that trembled on the floor in the rogue's place.


    Baleful Lab

    CR 8; XP 4,800
    NE haunt (30-foot-square naturalist's lab)
    Caster Level 8th
    Notice Perception DC 23 (dissecting tools shift and click in their respective places)
    hp 16; Trigger proximity; Reset 1 hour
    Effect When the haunt manifests, a spectral figure of a wild-haired man in a blood-spattered smock appears. It wields a large scalpel, and charges at the target closest to the center of the room, whereupon it bursts in an swirling cloud of screams and ghostly dissecting tools. The target must make a DC 17 Fortitude save or be transmuted into a rabbit (as per baleful polymorph).
    Destruction In order to purge the evil from the laboratory, it is necessary to gather up the dissecting tools and bury them in hallowed ground.


    The sun's rays crept over the hills and down through the trees, chasing long shadows along the way. The fighter stood up, stretching her back and arms.

    "Wake up!" she said, kicking out the fire. No time for a hot breakfast. Cold trail rations would have to do.

    Her fellow adventurers rose from their slumbers. The fighter noticed the rogue's waxy flesh, his pale lips. He coughed, his body shaking, and then groaned in pain.

    "You look even worse today," the fighter said. "You're gonna die if you don't get cured."

    The rogue smiled. "Yeah, but check out these dance moves."


    Boogie Fever

    Type disease, ingested, inhaled; Save Fortitude DC 15
    Onset 1d3 days; Frequency 1/day
    Effect 1d4 Con damage, victim gains +1 to Perform (dance) checks for every 2 points of Con damage suffered; Cure 2 consecutive saves
    Description Boogie fever is a rare but potentially fatal disease of magical origin. Boogie fever originates in places where both bardic arts and violence have taken place. Somehow the act of shedding blood combines with the creative spirit to create this strange contagion. Boogie fever lurks in dust on surfaces. Activity in such an area can kick the almost invisible clouds of dust, which are then inhaled to cause infection. The dust can also pollute food and water, leading to infection via ingestion. Fortunately, boogie fever's magical origin doesn't make it anymore difficult to cure than a natural disease.


    The interior corridor leads to another door. Portraits hung on the dark-wood paneled walls. Two on each wall. The farthest couldn't be well-seen in the shadows, but the closer represented an aristocratic older man with a haughty countenance and a younger woman whose beauty was marred by the cruel turn of her lips.

    The rogue stepped cautiously forward, keen eyes scanning the way ahead for anything that looked out of place. He ignored his aching joints and the scratching in the back of his throat. The fighter was right; he did need to get cured for the fever did some real damage. The rogue paused as he neared the opposite door, turning quickly to stare at one of the portraits.

    "What is it?" whispered the wizard from the other end of the hall.

    The rogue waved dismissively. It must be the fever playing tricks with his eyes. He turned back to the door, and then screamed as some invisible force hurled him through the air to ricochet off the ceiling and into the floor with bone-crunching force!


    The Night Gallery

    CR 8; XP 4,800
    LE haunt (40-foot-long hallway)
    Caster Level 8th
    Notice Perception DC 25 (a portrait's eyes move to look at its target)
    hp 16; Weakness tricked by Stealth; Trigger proximity (to opposite door); Reset 1 minute
    Effect The haunt guards passage through the corridor. When a creature walks through the hall and reaches the space in front of the opposite door, the haunt uses enemy hammer to grab a trespasser in the hall. The haunt can attempt to hurl the target at any creature or object within 30 feet of the target. The haunt makes an attack roll if it uses the target as a weapon. The haunt has a +11 attack bonus for this attack. If the haunt successfully hits the new target with the creature, both the target and the creature take damage based on the creature's size. The target creature can make a DC 19 Fortitude saving throw to resist the haunt. If the victim makes his saving throw, he can act normally, but if he fails this save, he loses all actions for the round and ends his turn prone in a square adjacent to the target of the haunt's attack. The haunt's power duplicates the enemy hammer spell, but since the haunt is not persistent, the effect lasts for only 1 round. After that, the haunt becomes dormant for 1 minute.
    Destruction An angry spirit does not want anyone entering what lies behind the opposite door. It resides in one of the paintings. Unfortunately, destroying the spirit isn't as simple as just destroying the painting or blasting the haunt itself with positive energy. The portrait must be cleaned with holy water and subjected to a prayer spell in order to destroy the haunt.


    "Hmm," the rogue said. "Folks, you've gotta see this."

    The party advanced down the hall, each member expecting to be hurled the same way the rogue was, but whatever force had injured him was now dormant. The rogue had opened the opposite door to reveal a strangely decorated parlor. The floor was made of blue marble so faintly hued that it almost appeared to be ice. Comfortable furniture stood on small rugs. Along the flanking walls were several wooden pedestals, atop which were several figurines depicting penguins in various poses.

    "Well," said the bard, "that's not something you see every day."

    The wizard clucked his tongue. "True, true. There's also no sense in just standing here. Whatever lobs people in this hall may return soon."

    Not wanting to be lobbed, the bard entered the parlor first. She'd advanced about 10 feet into the room when all of a sudden her feet slipped from under her. She landed hard on the floor. Then, with a faint pop!, a fierce-looking penguin nearly the height of an adult human appeared. It squawked an ear-splitting challenge as it charged the prone bard.


    Pratfalls & Perilous Penguins

    CR 4; XP 1,200
    Type magic; Perception DC 29; Disable Device DC 29
    Trigger sound (Perception +15); Reset automatic (after 1 minute)
    Effect spell effect (Widened grease); spell effect (unique summon monster II); multiple targets (grease)
    Description The grease spell covers a 20-foot square area of the floor with a layer of slippery grease. Any creature in the area when the spell activates must make a successful DC 16 Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a DC 16 Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed. The initiative count after the grease activates, the trap's second effect summons 1d3+1 fiendish giant emperor penguins. Replace the fiendish giant emperor penguins' resist fire 5 with the ability to ignore grease spells by sliding on its belly.
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  • #110
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

    Mark Chance's Avatar

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    More Hazards & Haunts

    Here's a sample of what you missed in Quid Novi? IX if you're not a free subscriber:

    As anyone who's ever watched Madonna try to act well knows, there are some things that once seen will continue to plague the mind, causing mental anguish. The demon-haunted curse is such a phenomenon. Its victim becomes plagued by evil thoughts and hallucinations. Left unchecked, the victim will descend into a catatonic state of ceaseless mental terror.

    Demon-Haunted

    Type curse; Save Will DC 10 + 1/2 creature's Hit Dice + creature's Charisma modifier
    Frequency 1/day
    Effect 1d4 Intelligence, Wisdom and Charisma damage plus confused during times of stress; Cure dismissal targeted on the victim combined with a successful caster level check against a DC equal to the curse's Will save DC

    Description This rare curse results from an encounter with the incorporeal undead form of certain evil outsiders. The victim's mind is afflicted with invasive wicked thoughts, brief but frightening auditory and visual hallucinations, and sudden outbursts of unpleasant behavior. When under stress, the victim must make a Will save (DC equals curse's DC, but this save is unrelated to the save for the curse itself). If the victim fails this Will save, he becomes confused for 2d4 rounds. "Stress" is defined as any situation that requires an initiative roll or during which the victim could not take 10 on skill checks due to being threatened or distracted.


    Somewhere in a dank, dark dungeon, an evil overlord once jailed dissidents, chaining them to the walls to slowly starve to death. He would visit the starving room, personally dipping a ladle in water to slake the prisoners' thirst and to derive pleasure from the wasting effects of starvation. While the overlord may be long dead, the effects of his evil linger on.

    Starving Haunt

    CR 4; XP 1,200
    LE persistent haunt (20-foot-square holding area)
    Caster Level 4th
    Notice Perception DC 15 (crying and sobbing)
    hp 18; Trigger proximity; Reset 1 day

    Effect The heart-breaking sounds of crying and sobbing caused by total despair echo in the chamber before the haunt manifests. Then, the skeletal remains of former prisoners rattle and howl while horribly gaunt spectral faces fly and rage around the room. Once per round, the haunt targets a random victim with feast of ashes. The victim must make a DC 13 Fortitude save to avoid the effects. Otherwise, the victim faces gradual starvation no matter how much he consumes.

    Destruction The skeletal remains of the former prisoners must be removed and given proper burials.
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