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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 5537287" data-attributes="member: 2795"><p><strong>Haunts & Other Hazards</strong></p><p></p><p><span style="color: limegreen">"Guys," said the rogue, "I'm starting to think stealing from that altar of Juiblex was a mistake. I feel...funny."</span></p><p> <span style="color: limegreen"></span></p><p><span style="color: limegreen">To demonstrate the funniness, the rogue bent his elbow against the joint by nearly thirty degrees.</span></p><p> <span style="color: limegreen"></span></p><p><span style="color: limegreen">"Ouch," said the bard. "That looks painful."</span></p><p> </p><p>[sblock=Jelly Bones]</p><p><strong>Type</strong> curse; <strong>Save</strong> Fortitude DC 18</p><p><strong>Frequency</strong> 1/day</p><p><strong>Effect</strong> 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.[/sblock]</p><p></p><p><span style="color: limegreen">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.</span></p><p> <span style="color: limegreen"></span></p><p><span style="color: limegreen">"Looks safe to me," said the rogue.</span></p><p> <span style="color: limegreen"></span></p><p><span style="color: limegreen">"Fine," the fighter said.</span></p><p> <span style="color: limegreen"></span></p><p><span style="color: limegreen">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.</span></p><p> <span style="color: limegreen"></span></p><p><span style="color: limegreen">"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.</span></p><p> <span style="color: limegreen"></span></p><p><span style="color: limegreen">"Nine Hells," the fighter said, looking at the floppy eared rabbit that trembled on the floor in the rogue's place.</span></p><p> </p><p>[sblock=Baleful Lab]</p><p><strong>CR</strong> 8; <strong>XP</strong> 4,800</p><p>NE haunt (30-foot-square naturalist's lab)</p><p><strong>Caster Level</strong> 8th</p><p><strong>Notice</strong> Perception DC 23 (dissecting tools shift and click in their respective places)</p><p><strong>hp</strong> 16; <strong>Trigger</strong> proximity; <strong>Reset</strong> 1 hour </p><p><strong>Effect</strong> 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 <em>baleful polymorph</em>).</p><p><strong>Destruction</strong> In order to purge the evil from the laboratory, it is necessary to gather up the dissecting tools and bury them in hallowed ground.[/sblock]</p><p></p><p><span style="color: limegreen">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.</span></p><p> <span style="color: limegreen"></span></p><p><span style="color: limegreen">"Wake up!" she said, kicking out the fire. No time for a hot breakfast. Cold trail rations would have to do.</span></p><p> <span style="color: limegreen"></span></p><p><span style="color: limegreen">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.</span></p><p> <span style="color: limegreen"></span></p><p><span style="color: limegreen">"You look even worse today," the fighter said. "You're gonna die if you don't get cured."</span></p><p> <span style="color: limegreen"></span></p><p><span style="color: limegreen">The rogue smiled. "Yeah, but check out these dance moves."</span></p><p></p><p>[sblock=Boogie Fever]</p><p><strong>Type</strong> disease, ingested, inhaled; <strong>Save</strong> Fortitude DC 15</p><p><strong>Onset</strong> 1d3 days; <strong>Frequency</strong> 1/day</p><p><strong>Effect</strong> 1d4 Con damage, victim gains +1 to Perform (dance) checks for every 2 points of Con damage suffered; <strong>Cure</strong> 2 consecutive saves</p><p><strong>Description</strong> 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.[/sblock]</p><p></p><p><span style="color: limegreen">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.</span></p><p> <span style="color: limegreen"></span></p><p><span style="color: limegreen">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.</span></p><p> <span style="color: limegreen"></span></p><p><span style="color: limegreen">"What is it?" whispered the wizard from the other end of the hall.</span></p><p> <span style="color: limegreen"></span></p><p><span style="color: limegreen">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!</span></p><p> </p><p>[sblock=The Night Gallery] </p><p><strong>CR</strong> 8; <strong>XP</strong> 4,800</p><p>LE haunt (40-foot-long hallway)</p><p><strong>Caster Level</strong> 8th</p><p><strong>Notice</strong> Perception DC 25 (a portrait's eyes move to look at its target)</p><p><strong>hp</strong> 16; <strong>Weakness</strong> tricked by Stealth; <strong>Trigger</strong> proximity (to opposite door); <strong>Reset</strong> 1 minute </p><p><strong>Effect</strong> 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 <a href="http://www.d20pfsrd.com/magic/all-spells/e/enemy-hammer" target="_blank"><em>enemy hammer</em></a> 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 <em>enemy hammer</em> spell, but since the haunt is not persistent, the effect lasts for only 1 round. After that, the haunt becomes dormant for 1 minute.</p><p><strong>Destruction</strong> 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 <em>prayer</em> spell in order to destroy the haunt.[/sblock]</p><p></p><p><span style="color: limegreen">"Hmm," the rogue said. "Folks, you've gotta see this."</span></p><p> <span style="color: limegreen"></span></p><p><span style="color: limegreen">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.</span></p><p> <span style="color: limegreen"></span></p><p><span style="color: limegreen">"Well," said the bard, "that's not something you see every day."</span></p><p> <span style="color: limegreen"></span></p><p><span style="color: limegreen">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."</span></p><p> <span style="color: limegreen"></span></p><p><span style="color: limegreen">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 <em>pop!</em>, a fierce-looking penguin nearly the height of an adult human appeared. It squawked an ear-splitting challenge as it charged the prone bard.</span></p><p> </p><p>[sblock=Pratfalls & Perilous Penguins]</p><p><strong>CR</strong> 4; <strong>XP</strong> 1,200</p><p><strong>Type</strong> magic; <strong>Perception</strong> DC 29; <strong>Disable Device</strong> DC 29</p><p><strong>Trigger</strong> sound (Perception +15); <strong>Reset</strong> automatic (after 1 minute)</p><p><strong>Effect</strong> spell effect (Widened <em>grease</em>); spell effect (unique <em>summon monster II</em>); multiple targets (<em>grease</em>)</p><p><strong>Description</strong> The <em>grease</em> 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 <a href="http://www.enworld.org/forum/5521459-post106.html" target="_blank">emperor penguins</a>' resist fire 5 with the ability to ignore grease spells by sliding on its belly.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 5537287, member: 2795"] [b]Haunts & Other Hazards[/b] [color=limegreen]"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."[/color] [sblock=Jelly Bones] [b]Type[/b] curse; [b]Save[/b] Fortitude DC 18 [b]Frequency[/b] 1/day [b]Effect[/b] 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.[/sblock] [color=limegreen]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.[/color] [sblock=Baleful Lab] [b]CR[/b] 8; [b]XP[/b] 4,800 NE haunt (30-foot-square naturalist's lab) [b]Caster Level[/b] 8th [b]Notice[/b] Perception DC 23 (dissecting tools shift and click in their respective places) [b]hp[/b] 16; [b]Trigger[/b] proximity; [b]Reset[/b] 1 hour [b]Effect[/b] 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 [i]baleful polymorph[/i]). [b]Destruction[/b] In order to purge the evil from the laboratory, it is necessary to gather up the dissecting tools and bury them in hallowed ground.[/sblock] [color=limegreen]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."[/color] [sblock=Boogie Fever] [b]Type[/b] disease, ingested, inhaled; [b]Save[/b] Fortitude DC 15 [b]Onset[/b] 1d3 days; [b]Frequency[/b] 1/day [b]Effect[/b] 1d4 Con damage, victim gains +1 to Perform (dance) checks for every 2 points of Con damage suffered; [b]Cure[/b] 2 consecutive saves [b]Description[/b] 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.[/sblock] [color=limegreen]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![/color] [sblock=The Night Gallery] [b]CR[/b] 8; [b]XP[/b] 4,800 LE haunt (40-foot-long hallway) [b]Caster Level[/b] 8th [b]Notice[/b] Perception DC 25 (a portrait's eyes move to look at its target) [b]hp[/b] 16; [b]Weakness[/b] tricked by Stealth; [b]Trigger[/b] proximity (to opposite door); [b]Reset[/b] 1 minute [b]Effect[/b] 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 [url=http://www.d20pfsrd.com/magic/all-spells/e/enemy-hammer][i]enemy hammer[/i][/url] 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 [i]enemy hammer[/i] spell, but since the haunt is not persistent, the effect lasts for only 1 round. After that, the haunt becomes dormant for 1 minute. [b]Destruction[/b] 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 [i]prayer[/i] spell in order to destroy the haunt.[/sblock] [color=limegreen]"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 [i]pop![/i], a fierce-looking penguin nearly the height of an adult human appeared. It squawked an ear-splitting challenge as it charged the prone bard.[/color] [sblock=Pratfalls & Perilous Penguins] [b]CR[/b] 4; [b]XP[/b] 1,200 [b]Type[/b] magic; [b]Perception[/b] DC 29; [b]Disable Device[/b] DC 29 [b]Trigger[/b] sound (Perception +15); [b]Reset[/b] automatic (after 1 minute) [b]Effect[/b] spell effect (Widened [i]grease[/i]); spell effect (unique [i]summon monster II[/i]); multiple targets ([i]grease[/i]) [b]Description[/b] The [i]grease[/i] 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 [url=http://www.enworld.org/forum/5521459-post106.html]emperor penguins[/url]' resist fire 5 with the ability to ignore grease spells by sliding on its belly.[/sblock] [/QUOTE]
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