
Ryze Kuja |

69. Carnivorous Marigolds
The PC's approach a large, open field of lavender marigolds, and several hundreds of yards into the marigolds is a horse that is apparently sleeping, and the nearby marigolds seem to be gently nudging it. Perception check: DC: 30 to notice that the horse is dead and just beginning to decay, Perc DC: 35 to notice other decaying animals and humanoids even further in the distance. Any smell of decaying flesh is easily masked by the fragrant odor the marigolds exude.
When the PC's reach 10ft from the initial line of the marigolds, in echoing unison, and with a child-like voice, they beckon "hi... come play with us..." "hey, you should smell us," "hey, aren't we pretty flowers?". The plants attempt to entice the party (Suggestion, Will Save negates DC: 19), to come out and play and partake in frivolous frolicking. Anyone who enters the field begins to smell an alluring, overpowering, perfume-like oderant coming from the flowers (Fortitude Save negates DC: 19) and fall asleep for 1d4 days (victims make fortitude saves vs. new 1d4 day sleep effects every 8 hours, if a creature resists, they are immune to the effect for 8 hours). The flowers don't kill the victims outright, but rather the victims starve to death because they cannot wake up due to constantly failing Fortitude saves.

Goth Guru |

68. Dilapidated Time Well
You enter a town that is noticeably several centuries behind in terms of technological advancement compared to any other township you've visited, and the townsfolk speak about this area's known history (DC: 15 Knowledge History) as if they were current events. Upon investigation, the PC's find that this town's tavern is the secret headquarters of the Resistance, and the tavern's cellar has a secret door that leads to an underground lair of smithys, engineers, and alchemists working around the clock preparing for war. The townsfolk incessantly gripe about the Great Oppression: impossible taxes, unfair edicts and decrees, and overly-brutal guards, from Evil Magistrate Fenrix and the nearby kingdom, as well as the most recent attack that has plunged them into Open War. PC's figure out that this "oppressive kingdom" is outside this Time Well and know for a fact that it is in ruins. Further investigation reveals that Magistrate Fenrix, in a desperate attempt to "win the war before it started", and attempted to use Time Manipulation magic to effectively Time Stop the townsfolk, allowing his forces to win the day against a host of helpless/frozen targets. Except, he greatly miscalculated the spell, and instead of stopping time upon the townsfolk themselves, he plunged the entire area to be "frozen in time". Believing that his spell had worked, he sent his army in, but the Resistance was ready and waiting, and ultimately won; they were not frozen and helpless as he had planned. The townsfolk are now stuck in a seemingly forever "Groundhog's day", and are preparing to strike back.
PC's eventually hear about a strange sundial north of town, which unbeknownst to the townsfolk, was the material reagent for the spell, and the key to their release from this spell. The PC's must figure out how to destroy it and end the spell.
One clue is that several of the buildings bear a strong resemblance to ruins they have already visited.

Pizza Lord |
Ryze Kuja wrote:One clue is that several of the buildings bear a strong resemblance to ruins they have already visited.68. Dilapidated Time Well
... The townsfolk are now stuck in a seemingly forever "Groundhog's day", and are preparing to strike back.
Another clue is the presence of a groundhog that continually shows up and follows the PCs around. It's a familiar... but whose? A friendly wizard, trying to release the time-trapped townsfolk in an arcane array of alliteration? Or is it the familiar of Magistrate Fenrix, now old and Palpatine-like from trying to use the temporal magics he unleashed to prolong his life, but needing the crucial component kept inside the affected zone to complete his centuries-long project?
It seems helpful... but to what goal?
Mark Hoover 330 |
70. Stinkroot Patch
In a culvert, ditch or other swail in the land with poor drainage, tall shoots of a brightly colored flower sway in the breeze. The petals are a brilliant yellow with a dark, emerald hem along their edge. There is a rank stench rising from the patch that causes the eyes to water. The flowers are locally known as Stinkroot and their bulbous root are a valuable commodity to alchemists or others who brew draughts of Brewed Reek, Scentcloak or other hunter's aids.
GM's notes: harvesting one bulb of Stinkroot is challenging, requiring some kind of digging tool, even a sharp stick. PCs attempting this extraction need to succeed in either a Survival or Profession: Herbalist, Farmer or another relevant skill with a DC of 12. Failure by 4 or less simply means that the bulb was ruined during removal; failing by 5 or more results in the PC needing to make a DC 11 Fort save or become Nauseated for 1 round, then Sickened for 1d4 rounds.
Patches of Stinkroot usually only feature 2d4 bulbs that are harvestable at any given time. Also they are the favored food of Grinning Goats. Use the stats for normal goats. These animals are known as Grinning Goats because they have markings on the top of their head, between the horns, that generally resembles a smiling skull.
Grinning Goats are far less skittish and more aggressively territorial than their standard kin. When they lower their heads in challenge, the grinning skull can be seen by their opponent. Local myth holds that if a Grinning Goat "smiles" on you (lowers it's head to you) that it is a sign of ill omen.

Ryze Kuja |

70. Stinkroot Patch
In a culvert, ditch or other swail in the land with poor drainage, tall shoots of a brightly colored flower sway in the breeze. The petals are a brilliant yellow with a dark, emerald hem along their edge. There is a rank stench rising from the patch that causes the eyes to water. The flowers are locally known as Stinkroot and their bulbous root are a valuable commodity to alchemists or others who brew draughts of Brewed Reek, Scentcloak or other hunter's aids.
GM's notes: harvesting one bulb of Stinkroot is challenging, requiring some kind of digging tool, even a sharp stick. PCs attempting this extraction need to succeed in either a Survival or Profession: Herbalist, Farmer or another relevant skill with a DC of 12. Failure by 4 or less simply means that the bulb was ruined during removal; failing by 5 or more results in the PC needing to make a DC 11 Fort save or become Nauseated for 1 round, then Sickened for 1d4 rounds.
Patches of Stinkroot usually only feature 2d4 bulbs that are harvestable at any given time. Also they are the favored food of Grinning Goats. Use the stats for normal goats. These animals are known as Grinning Goats because they have markings on the top of their head, between the horns, that generally resembles a smiling skull.
Grinning Goats are far less skittish and more aggressively territorial than their standard kin. When they lower their heads in challenge, the grinning skull can be seen by their opponent. Local myth holds that if a Grinning Goat "smiles" on you (lowers it's head to you) that it is a sign of ill omen.
Several of the patches of Stinkroot have recently been harvested, and in both alarming quantity and methodical care so that the bulb regrows in 3d4 weeks. Survival or Knowledge Nature check DC: 15 reveals that no bulbs were destroyed or mishandled during the harvesting process, while also providing the Stinkroot with the ability to re-flower the bulbs, so whomever harvested these bulbs was undoubtedly a professional. If the PC's decide to figure out why this mass harvesting of Stinkroot has occured, they find out that a local warlord has hired alchemists, botanists, and herbalists to harvest Stinkroot and weaponize it to be used as "Powder-packed Spore Catapults ammunition" for siege warfare. Alchemist/Botanist/Herbalists have been harvesting the Stinkroot and then bringing it back to their laboratory for a complex Refining process to turn it into a powder-like poison, and then encapsulating it in large globules that can be fired with a catapult or trebuchet, that then break upon impact. When this poison is either ingested or inhaled, it causes an effect called "Feast of Putrefaction", causing an effect similar to the spell Feast of Ashes, where any food immediately becomes putrefied and unsuitable for consumption or nourishment.
Feast of AshesSchool transmutation [curse]; Level druid 2, psychic 2, witch 2
CASTING
Casting Time 1 standard action
Components V, S, M (a pinch of ash)EFFECT
Range close (25 ft. + 5 ft/2 levels)
Targets one creature
Duration 2 days/level (D)
Saving Throw Fortitude negates; Spell Resistance yesDESCRIPTION
You curse the target with a hunger no food can assuage. On a failed Saving Throw, the target begins to starve. The effects of this spell cannot inflict more nonlethal damage than the target has hit points. No amount of eating can counter the effect and, further, even attempting to eat causes the target to become nauseated for 1 round unless they make a DC 12 Fortitude save. The target still experiences the other normal effects of anything consumed (such as poisons or potions).
Feast of ashes can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell, but effects suffered as a result of starvation must be healed by normal means.
The Warlord is currently besieging the Fortress-City of RichAsCrap, but his laboratory where the refining process operates is in his hometown of JealousOfRichAsCrap. The Warlord has already unleashed his first volley of the poisonous globules, and the 2nd wave of this ammunition will be arriving by caravan in 1 week. Many of the people of RichAsCrap have already succumbed to the poison and have begun starving due to this horrific weapon, and RichAsCrap's Council of Stewards have sent messenger-riders to call for aid from their allies.
If the PC's don't bite at the mass-harvested Stinkroots, the GM can cast the legendary spell 2nd Attempt for Story Hook: While traveling absolutely anywhere, the PC's find one of these messenger-riders dead on the road and his belongings have been rifled though, but if they perform a Heal Check DC: 15, they can see the "Call for Aid" note has been cleverly hidden under a "magical skin-graft" on his left forearm.

Ryze Kuja |

71. The Coin, the Marble, and the Abraxas
The PC's happen upon the skeletal remains of a gargantuan-sized demonic figure that has been dead for quite some time. The buzzards picked these bones clean over 100 years ago at a minimum, by anyone's best guess. The skeletal remains have the body, pincers, and tail of a scorpion, but there is a humanoid-like torso that emerges equidistant between it's pincers (similar to Scorpion King from The Mummy) but its head is an over-sized skull with two horns. The right horn is the spiraled-shape of a ram, while the left horn looks like that of a long-horned bull. Perc check DC: 35 reveals a lone scorched coin, blackened by intense fire, has been covered up by sand (or dirt, w/e type of earth where you are). Detect Magic reveals this coin instantly, and has a strong aura of both Abjuration and Necromancy schools. All attempts to identify it fail (hopefully the PC rolls high on Spellcraft and still fails for extra "woah" and "oooo" -factor from the party). GM's notes: It's a combination of Imprisonment & Trap the Soul.
Several sessions later.... <---- this is on purpose for dramatic effect
The PC's come across any NPC of high-born status, whether it be a King, Noble, or anyone. In this NPC's possession is a marble with a strange pattern (the pattern appears like a deformed human skull with a red left eye), seemingly insignificant to it's owner, until the PC who is holding the aforementioned scorched coin comes within 60 feet of them. The coin and the marble cannot be within 60ft of each other, and attempting to bring these two items within 60ft of each other causes them to become "magnetically unattracted", and will violently shove each other away (emphasis on violent). There is no possible way to get the Coin and Marble within 59ft of each other, not with planeshifting, teleportation, or even two trained attack chihuahuas holding the coin and marble in their mouths that charge towards one another. It's impossible. Any attempt will violently shove the items away from one another (GM notes: if the PC's attempt wild shenanigans to circumvent this, depending on the attempt, the violence of the diametrically-opposed coin and marble can cause damage to the PC's, rip through clothing, destroy walls, magic barriers of force, and even the seemingly-invulnerable trained attack chihuahuas etc.). After the PC and the NPC noble/king are thrown to the floor by the violent reaction of coming within 60ft of each other, and then eventually realize what exactly is happening (possibly after several violent shoves), the NPC puts the marble away somewhere safe, then returns to address the PC. He explains that the marble was given to him by his brother 11 years ago, and his brother is an Archeologist who found the marble near the skeletal remains of a large demon-like being (^---- this is ostensibly the same place where the party found the scorched coin). He has no clue where his Archeologist brother is, probably on another dig, perhaps. The noble NPC is in a bit of a money problem, and will part with the marble for 10,000gp, or, the NPC will send the PC's to deal with the loan shark who is charging unfair interest payments on a debt that started at 4,000gp. Either way, he gives the coin to the PC's, and now the two PC's carrying the Coin and the Marble must stay 60ft from each other. <---- this makes combat a little interesting for a few sessions
Several sessions later.... <---- this is ALSO on purpose for dramatic effect
The PC's hear about Gredhur the Harbinger, a Dwarven Necromancer deep in the mountain near McSleepyVillageTown who is in possession of an artifact called The Abraxas, a powerful key of "solidified light" that can harnass and extract magical energy from a ley line, and this necromancer seems keen on using it for nefarious purposes. When the PC's arrive in McSleepyVillageTown, the townsfolk are in a bit of an uproar. Undead have been seen roaming the mountainside, villagers have been disappearing in the forest near the mountains, and just last night, 3 teenagers didn't return from the forest-- they were last seen going to the McSleepyVillageTown graveyard that is 1 hour into the forest. The villagers are forming a search party of able-bodied men and women to 1) find the teenagers, and 2) find the others who have disappeared, and 3) figure out the source of these disappearances. The PC's are invited to accompany the team of able-bodied men and women and will be paid 1,000gp each in advance, and 2,000gp each if they return successful.
The PC's eventually find the Necromancer has taken up refuge in ancient dwarven fortress deep in the mountain, except when they arrive, Gredhur the Harvester is nailed to the wall with pitons, and the party is met by a Rakshasa Necromancer named Navra'Ga. She summons the coin and marble to her hand (within 3 inches of each other... not 60ft! /le gasp!) and places the Coin, Marble, and Abraxas into the Ley Line stream, which releases a Lich from the marble, and the Scorpion Demon with the Ram/Bull's head from the scorched coin, and then she uses the Abraxas to summon 80HD of her undead minions to attack the party! "You've fallen into my trap! This was most fortuitous indeed! The Archdemon has foreseen all... and now to dispose of you wretched PC's MUAHAHAHA!"
Here's where the Rakshasa's plans all fall to crap.... Immediately after being summoned from their coin and marble prisons, The Lich and the Demon immediately begin fighting each other with centuries of hatred fueling their attacks! The Rakshasa pleads with them, "These PC's are vile and seek to destroy you!" and they pay no attention to her. Queue the boss fight music!
GM's notes: The Lich's name is Zwalsgel (pronounced Zwahlz - Ghell), and he has his phylactery on his person, and it's a necklace with incredible stats/abilities and the PC's are highly incentivized to take it and use it for themselves.
If the PC's kill Zwalsgel, they find his phylactery and he will stop at nothing to retrieve it-- they don't know he's a lich, but they can probably guess. They don't know that this is his phylactery. Zwalsgel has a PhD in NecroBotany, and specializes in making giant, vicious, necro-infused plants that are like "Lion, Rhino, and Bear Treants" that he uses as attack pets. This Lich is also in possession of 3 Spirit Jars-like artifacts called the Soul Jars of Immortality, except these 3 jars are back at his hidden laboratory and their Magic Jar spell can work across any distance - but not across planes of existence (although this Lich has been "missing" in the marble for hundreds of years, he has undead manning his laboratory in this untimely absence). These Soul Jars of Immortality are an artifact set that is actually a collection of 7 spirit jars, but the Lich has only found 3 of them, and the other 4 have unknown whereabouts. It is his "unlife-long" journey to collect all 7 of them, and use them like secondary and tertiary phylacteries. If the PC's kill the Lich in this encounter, he respawns safely at his laboratory at the Spirit Jars.
Zwalsgel will not flee until the demon is dead.
The Rakshasa will not flee, she fights to the death. With her dying breath, she sends a magical message to the Archdemon "My lord, this is not as you foretold... they have the Abraxas..." *blood spurts and gurgling noises*
The demon's name is Salgrakoth, and he will not flee until Zwalsgel is dead. If Salgrakoth is killed, he will respawn in his home plane.
Backstory: Salgrakoth and Zwalsgel hate each other with otherworldly passion, as each of them have sent assassins to kill one another repeatedly. Salgrakoth is also after the Soul Jars of Immortality, but currently has none of them.
The Abraxas is currently teeming with necrotic energy, but it can absorb and be infused by magical energy from other Ley Lines, and will greatly amplify any magic that it is currently infused with. So for now, until it is exposed to another Ley Line, it is infused with Necromantic energy.
Zwalsgel and Salgrakoth became stuck inside the marble and coin out of sheer chance, as an awry Imprisonment and Trap the Soul spell collided and rebounded upon them both during a fight between them, and caused them both to become sucked into commonplace items that were in Zwalsgel's pocket, which was a coin and a marble.

Mark Hoover 330 |
72. The Cursed Oasis
Well off the main caravan routes is what appears at a distance to be a lush oasis. As you draw closer however, you note that the gnarled scrub and bleached palm trees are barely clinging to life. There is a vast pool of water amid the sand but the liquid is foul-smelling and stagnant. Several vultures glare at your approach as their screams disturb the hum of flies.
Beneath the surface of the water can clearly be seen the pickling bodies of several victims. Among these there is movement from below. Something dwells here, within the fetid corpse pool. Clouds of silt obscure the true nature of the denizen here but the hoary sight runs a chill down your spine.
GM's notes: the actual occupant is a ghast spellcaster of whatever class or the NPC Adept if so desired, so long as they can cast Animate Dead. This creature also ALWAYS has the spell Purify Food and Drink prepared. The ghast resides here, selling stores of the fetid water, purified when purchased, for foolish mortal travelers forced to visit through misfortune or misadventure.
The creature is fairly old and obviously wise, so some of the more dubious travelers of the desert seek the ghast as a resource or oracle as well. The entire oasis is under the effect of a permanent Desecrate effect. Should the creature need to defend itself there is a veritable horde of potential undead in the pool, under the surrounding sand, or even scattered throughout the undergrowth.
Paying this creature is simple - it requires food. It long ago stopped hunting the caravan routes nearby, since it has a commodity vital to mortal survival. Often travelers in the region nearby this oasis collect a local corpse to bring with them on the routes, in case they have a need to visit the Cursed Oasis. When a corpse cannot be found and desperate need outweighs virtue, a corpse will be made from mortal flesh.

Pizza Lord |
73. Hole in the ground
The PCs come across a hole in the ground. It's about 3 feet across and roughly roundish. One side is a bit more angular and straight, but this could be incidental. The hole is only about a foot and a half to 2 feet deep and seems to have been dug with tools, possibly a shovel or small trowel.
A tiny mound of earth is nearby, likely the leavings from the hole. Anyone trying to fill in the hole with this dirt will find that it seems about the right amount.
Depressions resembling indeterminate footprints might be found with difficulty nearby. Anyone able to follow them find that they seem to 'end' a short ways off; perhaps their maker started flying or was a druid that started using trackless step or maybe they started hiding their tracks and the tracker just failed.
There is nothing of importance here.
Any PCs who dare call themselves adventurers who walk away must make a DC 30 Will save or suffer a –2 distraction penalty to all checks for 24 hours. The DC decreases by 1 for each minute the PC spends investigating the area. The penalty can be mitigated by returning to the site and spending more time looking around, requiring a new save when they do finally leave. On a successful save, the PC receives a +1 competence bonus on all checks for 24 hours.

DungeonmasterCal |

There are some terrific ideas in this thread. But sometimes "real world" places can seem tailor-made for adventuring.
The Valley of Headless Men, Canada - Contains a range of mountains called Funeral Range and the Hell's Gate Rapids.
The Valley of Headless Men
Aokigahara Forest, Japan - For some inexplicable many people come here to commit suicide.
Aokigahara
The Valley of Peace, Iraq - Over five million people are buried here.
Wadi-us-Salaam
The Valley of Whales, Egypt - During the Eocene Epoch a shallow ocean covered this area and some of the world's most important discoveries regarding ancestral whales have been made here. Not exactly spooky, but just the name of the place evokes wonder.
Wadi-al-Hitan

Goth Guru |
1 person marked this as a favorite. |

There are some terrific ideas in this thread. But sometimes "real world" places can seem tailor-made for adventuring.
The Valley of Headless Men, Canada - Contains a range of mountains called Funeral Range and the Hell's Gate Rapids.
The Valley of Headless MenAokigahara Forest, Japan - For some inexplicable many people come here to commit suicide.
AokigaharaThe Valley of Peace, Iraq - Over five million people are buried here.
Wadi-us-SalaamThe Valley of Whales, Egypt - During the Eocene Epoch a shallow ocean covered this area and some of the world's most important discoveries regarding ancestral whales have been made here. Not exactly spooky, but just the name of the place evokes wonder.
Wadi-al-Hitan
These are all valid and big.
Random Terrain.for great big things in one mile hex features.
Staircases to nowhere, exist. Portal to limbo not guaranteed.

Goth Guru |

74. Strange stone
The area is typical. a fey trees, grass, weeds, the occasional rock, and one big rock, shaped like a skull, smack dab in the middle of it. Note that there is a wadded up piece of paper in the right eye hole that seems to be a treasure map to the hole in 73. Did they dig up the treasure and ditch the map they no longer needed? Did the adventurers find themselves in the past and dig up the treasure at some point in their future? Maybe they should hold on to the paper. There is that time loop in 68.

Mark Hoover 330 |
75. Zombie gardeners on ropes
Beside the ancient ruins there still exists a section of garden enclosed by a crumbling stone and iron wall. The paths and flora within are expertly maintained and manicured by a number of rotting, undead corpses. Each of these creatures reside inside a roofed shrine or shed during any daylight hours, but by night they take a set of tools and shuffle to and fro on long, flexible tethers. Each has assigned duties to rake the paths, clean the pond, prune the hedges and so forth. Villages still settled in the shadows of these ruins have an annual tradition, when their young people come of age. As part of a coming of age ritual, these young people make their way to the garden wall and try to get as close as they can to the animated carcasses without provoking an attack. It is well known to the locals - these zombies will not assault any who do not trespass over the wall or otherwise hinder their duties as caretakers.

Goth Guru |

75. Zombie gardeners on ropes
Beside the ancient ruins there still exists a section of garden enclosed by a crumbling stone and iron wall. The paths and flora within are expertly maintained and manicured by a number of rotting, undead corpses. Each of these creatures reside inside a roofed shrine or shed during any daylight hours, but by night they take a set of tools and shuffle to and fro on long, flexible tethers. Each has assigned duties to rake the paths, clean the pond, prune the hedges and so forth. Villages still settled in the shadows of these ruins have an annual tradition, when their young people come of age. As part of a coming of age ritual, these young people make their way to the garden wall and try to get as close as they can to the animated carcasses without provoking an attack. It is well known to the locals - these zombies will not assault any who do not trespass over the wall or otherwise hinder their duties as caretakers.
The ruins would be very small, and the presence of villagers depend on development.

Pizza Lord |
76. Zombie gardeners on roper
As #75 above, but a roper has moved into the area. It resembles a simple stone monolith or decorative, though worn stone decoration sitting in the garden. It's taken over the area and has actually threaded its filament-like tendrils into the zombies and around itself so it appears that they are anchored in place to an immovable stone, (though this may or may not be how they were originally tethered).
Either the creatures are still animate and it holds them a little shorter from intruders, only to suddenly let them go for amusement or they were destroyed and it's basically puppeteering them around in the dark at night when intruders show up (they're zombies; they shuffle, drag their feet, and look deadish anyway). It dances them around convincingly, only to fire its ropes through their rotting carcasses and into villagers.
Any newly-slain villagers are likely eaten, but if there's enough prey, some of the less damaged ones are redressed as gardeners and their corpses used to replace any damaged or rotting zombies that become unusable.
PCs may hear about several missing young villagers and be sent to investigate... with ample instructions about the zombies and not to harm them because....tradition.

Goth Guru |

77:Weird Bus Platform
It's only raised up 2 feet above ground level. It's a street that goes through a a high gate arch at either end. There is a bus stop on either side of the road. The North most bus stop has a shelter built around a long bench, a sign, a clear cabinet containing handbills(news and advertisements), a bus schedule, and a single token.
Shelter: The bench is made of hard stone and seats eight M sized humans sitting shoulder to shoulder. The shelter it'self seems to be made of thick, clear, quartz and edged by some metal. It has 3 sides and a roof, but is open towards the road.
Northern sign: It says Bus 42, all major towns and cities hourly.
The cabinet: will open only if you put a silver piece in the coin slot. The bus schedule lists all the cities in the game world, a moonbase, and the capitals of all the other planets in the current solar system. When you close the cabinet, everything taken will somehow be replaced. If you broke the cabinet open, it cannot be reclosed. Picking the lock is DC30.
The bus looks to be armored and the door is actually an airlock operated from inside. The driver is a gruff Dwarf the first time but can vary as the GM sees fit. The bus comes by every hour. Trying to walk the bus route can be lethal. Beyond the gates the roads split. If you get off the road to avoid the next bus running you over, you find yourself floating in the ethereal plane. All the off ramps here lead to really weird demiplanes.
The south most bus stop differs in that the sign says Bus 86, All known planes, and the schedules are in ten different languages. The handbills include many from different planes like the aquan mall. A glassed in shopping mall floating in the plane of water.

Pizza Lord |
2 people marked this as a favorite. |
78. The Sword in the Stone
In an old, forgotten and overgrown clearing in a rocky patch of hills, the PCs find what looks like a longsword thrust into what appears to be a massive sunken boulder or stone. Despite being out in the elements for clearly a long time (dust, dirt, and even moss or bird droppings from being used as a perch), the weapon looks incredibly well-maintained. Even the leather hilt wrapping has weathered time surprisingly well. The beginnings of letters can be seen on the blade, 'Ex...'
The Appraise skill (DC 15) shows that this is a masterwork sword indeed, but that it is actually a clever wooden fake decorated with high-quality paint and enameling to resemble an iron or steel blade. Detect magic will also reveal an aura of power as though it was a +1 vorpal longsword. The sword is a non-magical masterwork wooden longsword with a permanent magic aura spell cast upon it at high level and it was treated with an unguent of timelessness.
The etching on the blade, in full, is 'Ex Machina', since it was used as the blade of the hero or the great and mighty weapon of the king or dragon-slayer in many a performance by its owners.
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It requires a DC 24 Strength check to wrench the longsword free from the rock. Up to two Medium-sized creatures can work together, one using Aid Another to assist the other. Taking 20 is only an option for those with the Endurance feat, as the strenuous burst of strength causes rapid fatigue over such a period of time. It can also be chipped away carefully with a chisel and an hour of work. Attempting to smash the stone around the sword enough to crack it requires dealing at least 20 hit points of damage (hardness 8) with a heavy tool like a mallet, hammer, or pick. This lowers the DC of the Strength check by 2. If 40 hit points of damage are done this way, the blade can be wiggled loose with about a minute of work.
The rock, however, is a centuries old vampiric stone giant named 'Horgathul the Bloodstone Reaper'. Created by a necromantic curse and create greater undead spell, this unique vampiric monstrosity plagued this wild wilderness and travelers long ago before being defeated by having his heart staked by a bard's wooden sword after a week of stalking an acting troupe traveling through this wilderness (it may be less wild now or still so).
The sword was the property of a bard who traveled with a band of actors and it was an old, well-loved stage prop in many performances of great tales of adventure. The bard, Henry Herbinder (stage name: 'Heinrich the Hearty') and his troupe fell afoul of Horgathul as they passed through this barren stretch of uncivilized land. After nights of preying on them, the final members set an elaborate trap, staging a fake fight and performance to try and drive off the unknown menace. Thinking only to intimidate the stalker with the impressive looking blade (and lacking a better weapon), it failed to intimidate the mighty vampiric stone giant.
In the battle, the ineffectual weapon struck Horgathul, who realized it was little threat and whilst dealing with the remaining actors, Heinrich the Hearty struck a lucky blow to the back that penetrated the vampire's DR and pierced Horgathul's stony heart, dropping him to the ground. Horgathul had summoned his children of the earth (a variant of children of the night), however, and they drove off Heinrich, who later died of his wounds somewhere in the wilds and wilderness trying to reach civilization (and may still linger as a spirit or ghost somewhere).
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Being a variant vampiric stone giant, Horgathul the Bloodstone Reaper has unique powers (most of which aren't determinable by Knowledge checks or are misleading if his vampiric nature is guessed at or surmised). For instance, when staked he turns into a stone boulder, half-sunk into the earth and indistinguishable from most surrounding natural rock. This is what happened years ago and he has remained this way ever since. If it is daylight out when the sword is removed, Horgathul remains slumbering in stone form until nightfall. He may become a scourge of the surrounding land for some time afterwards. The PCs may even be unaware that it was they who unleashed him once more.
If it is night, removing the sword causes him to rise up within 2 rounds and likely attack his saviors. If too overwhelming, he might instead still be damaged from his last fight and leave after a short skirmish (even if he manages to feed and regain some strength). If any damage was dealt to the stone while trying to remove the wooden sword, Horgathul is not affected by it unless it was done with a magical and silver weapon or tool, so he may also be slightly injured if that occurred.
Instead of Children of the Night Horgathul has Children of the Earth and summons a swarm of animated rocks that functions similar to a rat swarm (but no disease) in rough power.
Instead of gaseous form he can meld into earth and stone when he wishes (no duration) or when reduced to 0 hit points. When this occurs, his form seems to dissolve into mist and smoke, his stony hide deteriorating away into a cloud that floats about 20 feet into the air, drifting slowly up like gray mist, but this is just a by-product, his consciousness and form actually melds into the earth or stone beneath him almost imperceptibly. This melding (and unmelding from earth) requires 2 rounds to complete, during which time he can be damage (but it had no effect if he's already at 0 hit points). If not reduced to 0 hit points, he can move along earth and stone in this form at a speed of 10. Otherwise he remains there until healed as a normal vampire. This cannot occur on surfaces other than earth or stone unless very thin (such as a wooden plank floor directly on the ground). While melded he is immune to sunlight. Effects that work against meld into stone also work on him while melded, but if at 0 hit points he takes no additional damage, though being expelled into sunlight is lethal as normal.
He has no dire bat form, instead able to take the form of a wolf or mountain goat or ram.
Despite being humanoid, he can only create vampire spawn from other giants (he has never created any such spawn to this point).
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Pizza Lord |
The Gong of Wealthy Desires
A small circular plaza of cracked, overgrown stone lies in a small, quiet clearing. In the center, a cracked, red-painted arch holds a large bronze disc. A gong with engravings of coins, gems, and wealth raining down over the image of an indeterminate person with their arms outstretched and their mouth open in a show of shock and surprise.
Hanging on a leather cord on the arch next to the gong is a polished wooden club embedded with speckled red and green stone studs. Appraise reveals these to be bloodstones. This... is the Bloodstone Cudgel.
There may or may not be a humanoid corpse laying nearby with broken bones and crushed features. In addition to any normal belongings, it may have a handful of copper, silver, and gold pieces just stuffed into a pouch or pocket in some combination of 10–40 (1d4 x 10) coins.
This place was created long ago by a spirit of greed and repercussions. It's meant to warn, teach, and sometimes punish mortals. It's not a place meant to be fair or nice or kind, though it is otherwise a pleasant spot to visit (dead corpses laying around notwithstanding).
Removing the gong or Bloodstone Cudgel has little effect, but they always return an hour later, regardless of distance, location (even other planes) or magical interference. Really obnoxious attempts to do so, or to damage the area or arch, are not recommended, since tempting spirits of repercussion is not something to take lightly.
[Aura: Strong indeterminate school]
The gong is a 3-foot wide, 1-inch thick disc of bronze alloy. The design seems to show a pleasantly-surprised person with wealth raining upon them (A DC 15 Perception check made after specifically examining the person reveals it might actually be a look of shock and horror).
This gong is actually a polymorphed creature (as polymorph any object). The gong has hardness 9 and will typically have 15 hit points, + 1d8 per HD of the creature. As a magically, semi-divinely created object, the gong has resistance 20 to all energy types and is impervious to non-bludgeoning damage. The gong cannot be repaired, mended, healed, or even made whole. It is impervious to most magic that would effect its condition. A dispel magic or similar effect that overcomes CL 20 can restore the creature.
While the gong appears to swing easily on the leather thongs suspending it, blowing in the wind for instance, striking it for non-lethal or other effects, even solidly, produces no effect. Only striking it with actual force (hard enough to deal damage), even if it doesn't overcome the hardness, produces any sound or reaction.
The first time this is done, copper pieces fall onto the stone plaza equal to the damage dealt to the gong. If the strike didn't deal any damage (due to hardness, for instance), only a single copper coin falls (and the gong's reverberation is weak, almost tauntingly so). After the strike, however, the images of coins and wealth on the gong change slowly to a silvery hue, though the gong itself remains mostly bronze. A second strike produces an amount of silver coins equal to the damage dealt to the gong. The images of coins then take on a golden hue. A third strike can create gold pieces equal to the damage and continues to do so for the next 24 hours.
If the gong is ever reduced to 0 hit points, it is destroyed and the creature is killed. It resumes its form briefly, standing between the arch with its arms where the cords were, then falls over dead. The creature destroying the gong must make an immediate Fortitude save (DC 22 + 1 for each time it struck the gong) or become a new gong, suspended in the archway. This polymorph effect negates and overrides any others. If the Bloodstone Cudgel was in its possession, it appears hanging on the arch as before.
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[Aura: Strong transmutation]
This polished +1 club is studded with bloodstones. There are at least 10 stones worth about 50 gp each. It has an additional enchantment that allows it to bypass the hardness of bronze and bronze alloys and it deals an additional 1d6 damage to objects or creatures composed primarily of them.
Prying a bloodstone loose takes about 1 minute of work. Anyone can safely take one, but taking more causes the creature to make a Fortitude save after an hour (DC 15 + 1 per bloodstone taken) or take 6 damage for each bloodstone taken and be sickened for 24 hours. A successful save halves the damage and negates the sickened condition. There's no obvious link between the bloodstone and this delayed onset, so the thief may not even be aware of why it happened.
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Polymorphed creatures are typically held for about a month (they have no awareness of time passing) before the spirit may release them, assuming no one's killed them. It also occasionally cleans up bodies (removes belongings) and repairs any damage, after punishing blatant transgressors in a fitting manner through some disconnected event or misfortune.
Sometimes, if the spot becomes too frequently visited or studied, the entire place just disappears and moves to an entirely new, unsuspecting, location in a lesser-traveled area, though sometimes close to a village or settlement.

Pizza Lord |
79. The Gong of Wealthy Desires
If the gong is struck three times by the same creature for lethal damage but it doesn't bypass the gong's hardness, the creature receives a –2 penalty to Strength (no save) and cannot generate any more coins for 24 hours.
This is to try and curtail PCs from just thumping the gong over and over and over without actually dealing damage or swinging hard to try and get a single coin each hit.
Goth Guru |

21. Cliff Above the stream a cliff rises, grey rock striped with white lichen and pocked by a few hardy plants. Something rises from a nest at the base of one of those plants and flies at you screaming...
GM Notes: The creature won't actually attack if the party retreats. The nest contains eggs or hatchlings which may be valuable in their own right.
22. Baby A thin wail rises from a meadow next to the trail. The sound is seemingly impossible to ignore.
GM Notes: The baby is abandoned. It has been left where faeries will find it tonight, and likely take care of it for as long as they take an interest. Returning the baby to the parents will not lead to a reward. A rapacious bandit lord is setting himself up for a PC-kicking if the players take an interest
23. Waterfall A waterfall leads to a deep, clear pond below. It's strikingly beautiful.
GM Notes: It's safe to swim and wash here, but at night a vampire spawn comes out from behind the waterfall and seeks for blood. Or it attacks immediately if someone checks the small cave behind the waterfall.
24. Loose Slope Coming down this slope the path cracks under your weight and turns into rubble which starts to slide!
GM Notes: a survival DC 15 or perception DC 20 check will see this before it becomes a problem. Anyone caught will be gleefully pounced on by some goblins waiting out of sight. If no one is then there are signs at the bottom that they've been there and of their previous victims.
The baby is repeatable as this is a popular place to abandon babies. It could be an illegitimate heir, a kidnap victim whose parents either could not come up with the money or talked to the authorities, a child an oracle said was fated to kill their father, or an unwanted half breed such as the child of an elf and an orc.
The goblins in 24 could be replaced by other monsters if slain.