ShneekeyTheLost
2007-04-21, 01:13 AM
A journal was found with these bodies which have not a mark on their bodies and seem to have died of pure terror and exhaustion. It reads as follows.
15th day of the month of the Scorpion, of the year seven hundred and twelve, New Imperial Reconing.
Full moon tonight, make it easier to navigate, so we pressed the advantage Nature has given us and did not set camp until the moon was at it's hight. There is something not right here, the land herself weeps, though I can see no reason for Her to. We have found a little copse, not far from a hill to set camp. The wizard warns us there is magic on the hill that requires further study.
17th day of Scorpion
That damn thing is back. We thought we had slain it, and yet it returns once again. It seems to be naught but a ghost wolf... yet it's howl is such to set men's minds on fire. Most of the party has reported horrid nightmares by now, dreams of running through a deep forest, hunted by orcs, and being slain. The Wizard says this place dates back to the Ancient Empire. I have felt a great tragedy here, as though Nature herself has felt a great wound, and yet he wishes to remain to study further.
20th day of Scorpion
Two of our people did not awaken this morning, stone dead. This marks the fourth loss so far. I have finally persuaded the Wizard to flee this place with all due haste. Last night, I saw the nightmares the others spoke of... it was more than they realize. I think these are actually the final memories of the... thing. And yet... it somehow calls to me... personally. Is this what happens to animal companions when they die?
25th day of Scorpion
The nightmares still haunt me every time my eyes close, though the creature did not persue us, the dreams are driving us all mad. We cannot rest, we cannot meditate... as much as I shun the cities, my only hope is that we may find a temple and find some cure for this before we all perish.
I have often asked myself: What would happen if an animal companion died leaving it's mission unfilled? This is my answer. I have purposely left how to get rid of it permanently up to the GM. Perhaps they must find the spirit of the companion's owner and get it to make peace with it's death. Perhaps you must avenge the death and finish the task it was set to. It is up to the GM what must be done, and will almost certainly be an adventure in and of itself.
{table]Spirit Howler[/table]{table=]Size/Type: | Medium Undead (Incorporeal)
Hit Dice: | 6d12 (39)
Initiative: | +8
Armor Class: | 18 (+4 dex, +4 Deflection), touch 18, flat-footed 14
Base Attack/Grapple: | +3/-
Attack: | Incorporeal touch +7 melee (1d6 plus energy drain)
Full Attack: | Incorporeal touch +7 melee (1d6 plus energy drain)
Special Attacks: | Howl 1/Day
Special Qualities: | Darkvision 120', Scent, Sunlight Powerlessness, Spirit Bound, Rejuvenation, +4 turn resistance, undead traits, Incoporeal traits
Saves: | Fort: +2, Ref: +5, Will: +7
Abilities: | Str:-, Dex: 18, Con:-, Int: 14, Wis: 14, Cha: 18
Feats: | Improved Initiative, Weapon Finesse, Ability Focus (Howl)
Environment: | any land or underground
CR: | 10
Treasure: | Perhaps magic items burried under the mound
Alignment: | Always Neutral Evil[/table]
This creature stands atop a small hill or mound. It seems as though it is a wolf at first, with blazing red eyes. Then, one can see the moonlight streaming through it, as though it is not a part of this world.
Special Attacks:
Howl (su): This is the most dangerous ability of this foul creature. All within a hundred yards of the mound who hear the mournful howl of this creature must make a Will Save (DC 19 Cha based) or be affected by a most profound curse. Every night, the afflicted is haunted by the final memories of the creature. He must make a Fort Save (DC 15, flat) or die of sheer fright. Even those who make the fort save are unable to get any sleep and will be exhausted. While afflicted by the curse, the afflicted cannot even meditate to regain spells, as every time they close their eyes, the nightmares come back to haunt them and break their reverie. This continues until the afflicted recieves a Remove Curse... or dies. This is a supernatural, sonic, mind-affecting ability to place the curse on a person, and a supernatural, mind-affecting, death effect for purposes of the death effect. Creatures immune to or protected from death effects will still suffer exhaustion although they cannot die from failing a saving throw, the exhaustion itself may eventually become life-threatening.
Energy Drain (Su): Living creatures hit by a Spirit Howler's incorporeal touch gains one negative level. The DC is 18 for the Fort save to remove such a negative level. The save DC is CHA based.
Rejuvenation (Su): Like a Ghost, a Spirit Howler is unable to be completely destroyed easily. If it is destroyed, it will simply come back the next night. the only way to truely get rid of it is to set the soul of the creature to rest, which may be an adventure in itself.
Sunlight Powerlessness (Ex): The Spirit Howler is powerless in natural sunlight and flees from it, retreating down into it's mound. If it is caught in sunlight, it cannot attack and may only take a single move or attack action in one round.
Spirit Bound (Ex): A Spirit Howler cannot leave it's mound for any reason. It is linked to it and cannot move beyond it's bounds.
15th day of the month of the Scorpion, of the year seven hundred and twelve, New Imperial Reconing.
Full moon tonight, make it easier to navigate, so we pressed the advantage Nature has given us and did not set camp until the moon was at it's hight. There is something not right here, the land herself weeps, though I can see no reason for Her to. We have found a little copse, not far from a hill to set camp. The wizard warns us there is magic on the hill that requires further study.
17th day of Scorpion
That damn thing is back. We thought we had slain it, and yet it returns once again. It seems to be naught but a ghost wolf... yet it's howl is such to set men's minds on fire. Most of the party has reported horrid nightmares by now, dreams of running through a deep forest, hunted by orcs, and being slain. The Wizard says this place dates back to the Ancient Empire. I have felt a great tragedy here, as though Nature herself has felt a great wound, and yet he wishes to remain to study further.
20th day of Scorpion
Two of our people did not awaken this morning, stone dead. This marks the fourth loss so far. I have finally persuaded the Wizard to flee this place with all due haste. Last night, I saw the nightmares the others spoke of... it was more than they realize. I think these are actually the final memories of the... thing. And yet... it somehow calls to me... personally. Is this what happens to animal companions when they die?
25th day of Scorpion
The nightmares still haunt me every time my eyes close, though the creature did not persue us, the dreams are driving us all mad. We cannot rest, we cannot meditate... as much as I shun the cities, my only hope is that we may find a temple and find some cure for this before we all perish.
I have often asked myself: What would happen if an animal companion died leaving it's mission unfilled? This is my answer. I have purposely left how to get rid of it permanently up to the GM. Perhaps they must find the spirit of the companion's owner and get it to make peace with it's death. Perhaps you must avenge the death and finish the task it was set to. It is up to the GM what must be done, and will almost certainly be an adventure in and of itself.
{table]Spirit Howler[/table]{table=]Size/Type: | Medium Undead (Incorporeal)
Hit Dice: | 6d12 (39)
Initiative: | +8
Armor Class: | 18 (+4 dex, +4 Deflection), touch 18, flat-footed 14
Base Attack/Grapple: | +3/-
Attack: | Incorporeal touch +7 melee (1d6 plus energy drain)
Full Attack: | Incorporeal touch +7 melee (1d6 plus energy drain)
Special Attacks: | Howl 1/Day
Special Qualities: | Darkvision 120', Scent, Sunlight Powerlessness, Spirit Bound, Rejuvenation, +4 turn resistance, undead traits, Incoporeal traits
Saves: | Fort: +2, Ref: +5, Will: +7
Abilities: | Str:-, Dex: 18, Con:-, Int: 14, Wis: 14, Cha: 18
Feats: | Improved Initiative, Weapon Finesse, Ability Focus (Howl)
Environment: | any land or underground
CR: | 10
Treasure: | Perhaps magic items burried under the mound
Alignment: | Always Neutral Evil[/table]
This creature stands atop a small hill or mound. It seems as though it is a wolf at first, with blazing red eyes. Then, one can see the moonlight streaming through it, as though it is not a part of this world.
Special Attacks:
Howl (su): This is the most dangerous ability of this foul creature. All within a hundred yards of the mound who hear the mournful howl of this creature must make a Will Save (DC 19 Cha based) or be affected by a most profound curse. Every night, the afflicted is haunted by the final memories of the creature. He must make a Fort Save (DC 15, flat) or die of sheer fright. Even those who make the fort save are unable to get any sleep and will be exhausted. While afflicted by the curse, the afflicted cannot even meditate to regain spells, as every time they close their eyes, the nightmares come back to haunt them and break their reverie. This continues until the afflicted recieves a Remove Curse... or dies. This is a supernatural, sonic, mind-affecting ability to place the curse on a person, and a supernatural, mind-affecting, death effect for purposes of the death effect. Creatures immune to or protected from death effects will still suffer exhaustion although they cannot die from failing a saving throw, the exhaustion itself may eventually become life-threatening.
Energy Drain (Su): Living creatures hit by a Spirit Howler's incorporeal touch gains one negative level. The DC is 18 for the Fort save to remove such a negative level. The save DC is CHA based.
Rejuvenation (Su): Like a Ghost, a Spirit Howler is unable to be completely destroyed easily. If it is destroyed, it will simply come back the next night. the only way to truely get rid of it is to set the soul of the creature to rest, which may be an adventure in itself.
Sunlight Powerlessness (Ex): The Spirit Howler is powerless in natural sunlight and flees from it, retreating down into it's mound. If it is caught in sunlight, it cannot attack and may only take a single move or attack action in one round.
Spirit Bound (Ex): A Spirit Howler cannot leave it's mound for any reason. It is linked to it and cannot move beyond it's bounds.