View Full Version : The Yellow Road (PF)

2012-05-04, 11:05 PM
"When the last days were upon me, and the ugly trifles of existence began to drive me to madness like the small drops of water that torturers let fall ceaselessly upon one spot of their victims body, I loved the irradiate refuge of sleep. In my dreams I found a little of the beauty I had vainly sought in life, and wandered through old gardens and enchanted woods."
HP Lovecraft


The Yellow Road

It has long been said that all legends arise from truth; that historical contortions and temporal burdens displace this absolute truth into fragments, each bearing a degree of relevance yet concealing the whole.

From such shattered perceptions continues the progression of myth, ultimately gestating as traveller's tales and stories.

The Yellow Road is one such reality that would benefit from having its origins and purpose cast into the brilliance of truth.

The Yellow Road appears a game-trail, a gash within fog-haunted redwood forest. The trail appears disused, yet recently tracked, as if carefully tended to.
The forest surrounding the Yellow Road usually manifests closely to civilisation, usually a village or town, though sometimes a large city or metropolis; the game-trail itself merges with the routes leading to and from the locale, enticing travellers to travel upon it.

It has been theorised following observation that the Yellow Road acts as a beacon of some sort, a lure dangling the worm before the fish; scenting the air around the game-trail with irresistable pheromones, as animals are irrevocably drawn to the game-trail immediately following the Yellow Road's appearance.

Those who look beyond this momentarily cause for celebration talk of oddities and aberrance. Animals seem to display unusual, jarring movements within sight of the Yellow Road; a whip-crack bending of the neck, halting steps, and repetitive actions.

Those who listen beyond the background noise of the outer forest speak of weird piping and forlorn moans of pain and despondence that punctuate the weird silence of the Yellow Road.
Attentive listeners verbalise a constant susurration of whispers, a litany of secrets spoken and impersonal ramblings that pervades the piping and moans.

Yet what is stranger still is the complete desertion of some towns; entire houses emptied with no signs of struggle and food still on plates.
The disappearance is not total, sometimes bodies are found upon the remnants of the Yellow Road; wearing no clothes yet oddly frozen, some appear to have disrobed with great haste. While other times, the bodies appear to have been dealt with great force, with massive depressions in chests, heads and extremities.

A rare few bodies are marked with unnatural sigils, symbols twisted into impossible shapes and faintly glowing yellow.

The Yellow Road is overgrown with brambles and thick, twisting thorns during the day; these thorned vines reek of the iron tang of blood, yet no blood-spatter is visible along their length.

Curiously, a confused progression of small conical mounds, their facades covered in verdigris (the mushrooms), crosses the extent of the Yellow Road. Digging into these mounds yields lost wealth, but also the thick, cloying smell of something unidentifiable.

The Yellow Road is enveloped by an eerie fog at night - the brambles and thorns retreat, freeing the trail from detritus, almost as if afraid.

Mildrew from the fog stains the remaining vegetation, and if licked yields the unmistakable tang of blood.

The conical mounds become yawning maws at night; the earth along their sides peeling away like an open orange. Thick thorned wooden cages are sunk into some mounds, their contents indistinguishable from the darkness, while others are defaced with the imprints of things clawing from the inside.


A dilapidated cabin squats within a small clearing adjacent to the Yellow Road like a menacing toad. Pushing open the hanging door brings forth the putrescence of long-rotting things and stagnant air.

Save for one room, the cabin is cluttered with well-worn detritus and the walls seem to bleed a viscous yellow, this fluid seems to have burnt impossible symbols from ceiling to floor.

Left unstained is a room with a curious-looking bath; accentuating the sterility of the room is the smell of a conspicuous chemical.
The bath appears to be angled in a way that its door-facing end is tipped into the wooden floor while its other end is elevated.

A rusting chain descends from the ceiling and coils into the bath. Tugging on this length causes a grinding noise to reverberate from underneath the cabin.

Lifting the bath itself produces a deep humanoid-sized chute with clockwork gears wrapped about the opening.
Dropping a torch into the chute exposes a cavern of chopping blades at the very bottom.

2012-05-04, 11:17 PM

Medium Aberration
Hit Dice: 14d8+56 (119 hp)
Initiative: +5
Speed: 50 ft.
Armor Class: 29 (+2 Dex, +17 natural), touch 12, flat-footed 27
Base Attack/Grapple: +10/+20
Attack: Tentacle +20 melee (1d8+10) or proboscis +18 melee (1d6+5)
Full Attack: 4 tentacles +20 melee (1d8+10) and proboscis +18 melee (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Gibbering, festering constriction, improved grab, seal within stone
Special Qualities: Abhorrent mockery , darkvision 30 ft., immunity to acid, cold and petrification, putrescent, violation of form
Saves: Fort +8, Ref +7, Will +10
Abilities: Str 31, Dex 12, Con 18, Int 17, Wis 13, Cha 22
Skills: Acrobatics +16, Bluff +6, Intimidate +19, Knowledge (any one) +16, Perception +21, Sense Motive +17, Stealth +21, Survival +19
Feats: Ability Focus (festering constriction), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Multiattack, Vital Strike
Environment: The Woods
Organization: Solitary
Challenge Rating: 14
Treasure: No coins, no goods
Alignment: Neutral Evil

Abhorrent Mockery (Su): A seciovraehi can assume the form of any Small or Medium humanoid or monstrous humanoid. However, there is an utter wrongness about the creature. Whether it is the lingering presence of too many digits or the aberrant posture of the seciovraehi, sighted creatures may make a DC 23 Will save to pierce the incipient form of the seciovraehi. Success stuns the creature as it breaches the veils of unreality and witnesses the true repugnance of the seciovraehi. However, every round thereafter for 3 rounds, the creature benefits from a +1 cumulative bonus to its attacks and damage as its revulsion is replaced with the intent to destroy the seciovraehi for sanity's sake.

Festering Constriction (Ex): A seciovraehi deals 1d8+20 points of damage with a successful grapple check. Creatures must also succeed against a DC 23 Fort save or contract the shakes. Failure rots the flesh of the victim, dealing 3 points of vile damage with no save. The save DC is Constitution-based.

Gibbering (Su): A horrific susurrus of maddening wails and tortured plaintives surrounds the seciovraehi in a 60 ft. radius. Madness dwells within this vile chorus, driving all who hear these anguished screams to insanity and suicide. A creature in the area must succeed on a DC 23 Will save or be affected as though by an insanity spell (caster level 14th). Success lessens this affect somewhat to a confusion spell that lasts for 1d2 rounds. The creature is also slowed as its neuroses depletes the will and concentration of the creature. Failure causes the creature to attempt to kill itself, dealing at least half the total hp damage. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, a seciovraehi must hit with its tentacles. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

If it wins the grapple check, it establishes a hold and can constrict.

Putrescent (Ex): A seciovraehi constantly exudes a rank malodour of vomit and piss within a 5 ft. radius. A creature in the area must succeed against a DC 21 Fort save or become sickened and nauseated (as the conditions) as the creature retches the contents of their stomach.

Seal Within Stone (Ex): A sighted creature within a 30 ft. radius that looks upon the seciovraehi must succeed against a DC 23 Will save or its sinews begin to lock and its flesh hardens to stone. The brain, however, remains in an alert state, aware of the unrelenting passage of time and immobile in an unbearable prison. The creature must make additional DC 23 Will saves every round or it will lose Wisdom. When the creature's Wis reaches 0, it is irrevocably insane. Only a remove curse spell or equivalent cast at 14th level can revert this curse. The save DC is Charisma-based.

Violation of Form (Ex): A seciovraehi's obscene and heinous shape shares some commonality with the Ooze type. A seciovraehi is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight, poison, sleep effects, paralysis, polymorph and stunning.