Notes |
Unlike normal haunts, dream haunts are subject to damage from some corporeal sources, though their vaporous nature grants them the incorporeal quality.
They are thus:
immune to all nonmagical attack forms, take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects, and take full damage from force effects and other incorporeal creatures and effects.
G3:
A successful formidable arcane lore check identifies the sounds and images as components of a conjuration (creation) incantation. All those in the area must succeed at an opposed Willpower save or fall under the effects of a babble spell as they begin gibbering along with the profane chorus and become sickened. Creatures within 30 feet of affected subjects must succeed at a hard Will save or become fascinated for as long as the babble persists (8 rounds), even if they were unaffected by the initial effect.
The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as an action.
Creatures with the sickened condition experience stomach distress. Sickened creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a to move.
G9:
PCs inside the room fall into the path of these quickly wandering shades, which manifest a sleep spell effect (opposed Willpower). Those who fall asleep as a result of this spell suffer an additional effect: in their brief, near-lucid slumber their dream-forms pass near Nahum Caligaro as he paces this room’s counterpart in his dream-realm abode. The PCs see the nightmare lord’s warped form, a demonic quasit perched on his shoulder. Both creatures sneer at the ethereal intrusion, and when the affected PCs awaken they immediately fall under the effects of a fear spell (intensity 8).
G12:
The hag’s cackling laughter echoes eerily through the chamber, manifesting as a dream haunt that affects all within the area with hideous laughter (opposed Willpower) for 8 rounds.
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless and can still parry attacks. After the spell ends, it can act normally. On the creature’s next turn, it may attempt a new saving throw to end the effect. If this save is successful, the effect ends but the creature needs to take the rest of the round recovering. If not, the creature continues laughing for the entire duration.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +1 Sift bonus on its saving throw, because humour doesn’t “translate” well.
G14:
Opening the door triggers a dream haunt. A bloody, spidery script begins to scratch itself into the torsos of the corpses within. The script reveals names (“Mattie,” “Fen,” etc.), professions (“baker,” “bookseller,” and “palm reader” among them), times of death (all within the last 2 weeks), and brief descriptions of their terrible ends (“I dreamt of a shadowy figure,” “I thought I could fly,”“Mother spider caught me,” and “Sally Scrabblebones shucked my marrow,” among others). Affected creatures must make a successful opposed END save when the haunt triggers or become nauseated for 1 round.
G16:
As the PCs explore the room, the distant sounds of harps—their strings severely out of tune—begin faintly plucking in a disturbing melody.This dream haunt manifests as a mass cacophonous call Opposed WILL negates(target’s mind with a blaring cacophony of discordant sounds, making it hard for the target to act and concentrate. The creature gains nausea for the duration), its discordant song reaching out across the planar boundary from a similar effect at this location in the dream realm. After this effect completes, the man’s face in the painting changes to a wretched sneer.
G19:
When the cap that cover the shaft is unsealed, a wave of nausea flows throughout the chamber and a piercing psychic shriek howls from the shaft.All creatures within the cavern that fail an Opposed END save are overwhelmed with vertigo and become nauseated for 1d4 rounds. Nightmarish images swirl all around the cave: the dark expanse of space and the faint echoes of some conjuring call; a gutwrenching impact and visions of entire cities swept away by searing blasts; leering, chanting monks; fantastic, roiling landscapes; people gripped by madness as they gnaw their own bloody tongues; and,
finally, a closing gate followed by darkness. Creatures descending the shaft are subject to this same reality warping effect unless they succeed at an opposed Easy END save each round; failure means they must succeed at an additional hard Athletics roll or fall from any unsecured current position to the bottom of the 60-foot shaft, where nothing waits for them beyond the empty lead coffer.
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