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View Full Version : D&D 3.x Other FINISHED! Atmosfear: The Harbingers (converted to Ravenloft 3.5).



rferries
2017-07-13, 03:13 AM
My magnum opus of esoteric geekery (though I’ve said that before and keep outdoing myself, it’s a sickness really), a conversion of the Atmosfear: The Harbingers board game. This is intended as a Ravenloft import, with a Darklord (the Gatekeeper) ruling over 6 “sub-Darklords” (the Harbingers) each with their own sub-Domains (the Provinces). The PCs might get caught between the Harbingers as they war with each other (and with the Gatekeeper), or employed by one or more Harbingers to further their aims, or even by the Gatekeeper to keep the peace.

Contents
0. The Other Side
1. The Gatekeeper (http://www.giantitp.com/forums/showsinglepost.php?p=22190473&postcount=2)
2. Gévaudan, The Werewolf (http://www.giantitp.com/forums/showsinglepost.php?p=22190477&postcount=3)
3. Baron Samedi, The Zombie (http://www.giantitp.com/forums/showsinglepost.php?p=22190480&postcount=4)
4. Khufu, The Mummy (http://www.giantitp.com/forums/showsinglepost.php?p=22190485&postcount=5)
5. Hellin, The Poltergeist (http://www.giantitp.com/forums/showsinglepost.php?p=22190490&postcount=6)
6. Anne de Chantraine, The Witch (http://www.giantitp.com/forums/showsinglepost.php?p=22190497&postcount=7)
7. Countess Elizabeth Báthory, The Vampire (http://www.giantitp.com/forums/showsinglepost.php?p=22223670&postcount=8)
8. Soul Rangers (http://www.giantitp.com/forums/showsinglepost.php?p=22223679&postcount=9)

ATMOSFEAR: THE HARBINGERS
https://i.imgur.com/fgWeGnq.jpg

Harbinger: One who pioneers or initiates a major change; a precursor--something that foreshadows what is to come with an omen or warning.

The Other Side
Somewhere between nowhere and forever is an abyss we only ever visit in our nightmares, where the only thing to fear is fear itself. It is a place called The Other Side.

Every midnight a harvester’s moon rises over the six Provinces of this Camelot lost, and half a dozen myths who call themselves Harbingers raise up to challenge the Gatekeeper in a game of their own invention.

Tonight is another one of those nights. But what are you afraid of?

The Other Side is a domain in the Demiplane of Dread, larger and more complex than most others. It consists of six Provinces, arranged radially around the Central Hub, each with vast subterranean Sewers. The Other Side functions similarly to an Outer Plane afterlife in that particularly wicked souls from the Material Plane are sometimes drawn to it as their final resting place... but there is little rest to be found. Six such souls have each ascended to rule one of the Provinces; these 'Harbingers' war against each other and against the mad Gatekeeper who rules over the domain itself.

Each Harbinger wishes to acquire one Keystone from each of the six Provinces, so that they might access the Well of Fears and overthrow the Gatekeeper. They might employ the party to that end, or to defeat the other competing Harbingers. Conversely, the Gatekeeper might use the party to foil the Harbingers in their quest, or simply send them on meaningless tasks for his own deranged amusement.

The Central Hub, The Well of Fears, & The Ring Road
https://i.imgur.com/Rl8lhTu.jpg
The Central Hub
The Central Hub is a great domed necropolis-city of shining obsidian at the heart of The Other Side. It borders each Province and allows access to each of them via the Ring Road around its vast perimeter. Within the Central Hub lies the Well of Fears, which is the key to defeating the Gatekeeper and/or allowing escape from The Other Side.

In spite of the immense size of the structure, the Hub is a desolate and uninhabited place. Players typically arrive at The Other Side here, awakening in sepulchral alcoves to be greeted by the bellicose Gatekeeper as he explains their predicament. Afterwards they are permitted temporary use of the Ring Road until they set foot in their first Province or Sewer.

The Well of Fears
Deep within the Central Hub lies a great obsidian vault, containing the personified fears of every being in the Other Side (including the party, the Harbingers, and perhaps even the Gatekeeper himself). Only by opening the Well and defeating the horrors within can the Gatekeeper’s powers be usurped by one of the Harbingers, and the party thereby be allowed to return to their home plane (or to conquer The Other Side, or to at least escape into another darklord’s realm). It is also rumoured that all of the Gatekeeper’s vast wealth is contained in the Well…

The Ring Road
Like all other Roads in The Other Side, the Ring Road bears a powerful enchantment. Fashioned from pure mirror-polished obsidian, it is completely indestructible and encircles the Central Hub. Unlike the straight-edged Roads found throughout the rest of the domain, the Ring Road curves smoothly around the Central Hub in a spiderweb pattern and and bears no Magic Squares. Instead, the magic of the Ring Road prevents any creature from traversing it unless they meet one or more of the following conditions:


New Arrivals: Parties that have just arrived in The Other Side are free to use the Ring Road to travel around the borders of the Central Hub, but as soon as a creature steps off the Ring Road into a Province or Sewer they cannot set foot on it again, as though an indestructible wall of force blocked their way.

Complete Keystone Sets: Parties that have collected at least one Keystone of each colour and are returning to open The Well of Fears may travel the Ring Road once more.

Dark Wanderers: Soul Rangers, Numb Skulls, and the Gatekeeper may travel the Ring Road freely.

Even Harbingers must abide by these restrictions, which the Gatekeeper has placed to force creatures to travel through multiple Provinces rather than relying on the Ring Road.

The Provinces
Each of the six Provinces is a self-contained kingdom, ruled by one of the mighty Harbingers and bordering the Central Hub and two adjacent Provinces. Each night the Gatekeeper alters reality itself to rearrange the Provinces around the Central Hub according to his whims (and according to which Harbingers are currently most likely to declare war against each other if they are made to share a border). This makes trade impossible and keeps the denizens of each Province in a state of almost-perpetual war with neighbouring Provinces, though the Harbingers are also constantly making (and breaking) alliances with each other to gain even fleeting advantages in their eternal struggle. Each Province also has an extensive underground Sewer, populated by the vicious Soul Rangers.

The Roads & Random Encounters
The Provinces are traversable by long, gleaming, spacious, perfectly-cut Roads of shining obsidian squares with gilt edges. The Roads are unweathered, immune to all harm, and greatly reduce the dangers of travel through The Other Side (chances of a random encounter in The Other Side are doubled while travelling on a Road but quadrupled while travelling off of one).

Each Province has a particular set of creatures that appear for random encounters (see the individual Province descriptions for details). While there is a Curfew in effect, a random encounter above-ground in a Province will never include Soul Rangers (Soul Rangers can only escape Curfews while in possession of a Keystone so such an encounter should be planned by the DM). While there is no Curfew, there is a 20% chance that a random encounter above-ground in a Province will be with Soul Rangers instead of the standard creatures for that Province. Regardless of whether or not there is a Curfew, any random encounter in a Province's Sewer has a 50% chance of including Soul Rangers, a 40% chance of being a subterranean creature (typically oozes, monstrous vermin, and the like), and a 10% chance of being a standard random encounter for that Province.

Magic Squares
For every hour spent travelling on a Road, there is a one-in-ten chance of encountering a Magic Square (with an equal chance of encountering each type of Magic Square). Some Magic Squares are harmful, but some are beneficial. A party’s Keystone Powers typically protect them from harmful Magic Squares or allow them to benefit from helpful ones.

Black Hole
This Magic Square appears much like a normal section of Road until the party crosses it. At that time the obsidian suddenly swirls into an inky black vortex that attempts to draw the party into an extradimensional space. All party members must make a Reflex save (DC 20) or be swallowed up into a lightless void of ice-cold black viscous nothingness, unable to take any actions. Trapped characters do not have to breathe but suffer the effects of starvation, thirst, and cold weather while trapped. Creatures in a Black Hole may be freed at any time by the Gatekeeper, though he generally lets them stew for at least a night. Furthermore, the void of a Black Hole often contains the remains and treasures of unfortunates who were trapped for too long, or whom the Gatekeeper simply forgot about.

Keystone
This Magic Square contains a Keystone of the appropriate colour for the Province. They are almost always guarded, by traps if not by creatures.

Nightmare Duel
A shining silver lightning bolt is inscribed across this Magic Square. A party with the Nightmare Duel Keystone Power may set up camp on this Square and make opposed character level checks against the Harbinger of their choice. They must know the name of a Harbinger to attack it in this way. Each successful check allows them to subject that Harbinger to nightmare as the spell (even if the Harbinger would normally be immune). Each character that fails suffers a nightmare themselves. Through these mental attacks a successful party may glean useful information from the Harbinger’s mind or scry on the Harbinger, at the DM’s discretion.

Compass
This Magic Square bears the design of a large silvery compass. A party with the Keystone Power of Flight may use this Square to cast wind walk on themselves (caster level 20th). They may not regain physical form until the effect expires or they land on a Compass Square again. Any party member strays more than 30 feet from the party member bearing the Flight Keystone instantly plummets from the skies.

Gates
Gates are formidable structures of dark purple wood, large enough to completely block passage along a Road. Large cast-iron gargoyles perch atop either side of a Gate, with their bat-wings sweeping down to reinforce each of the double-doors. The door handles and knockers resemble spidery demons, and a tall iron fence extends from each side of a Gate off for leagues into the wilderness around the Road.

Gates are placed by the Gatekeeper at a whim, and are completely impassable for parties without the Bypass Gates Keystone Power. Parties with that Keystone Power may open a Gate with ease – and once they have passed through, they may teleport it to a location of their choosing in The Other Side as if by greater teleport (but not to the Ring Road). Otherwise, they must choose to either turn back (to find another route), or to leave the Road and travel through the wilderness to circumvent the Gate (suffering at least one random encounter in the process).

Keystones & Keystone Powers
The coveted Keystones unlock tremendous Powers and are greatly desired by the Harbingers. The Gatekeeper has provided each of the Provinces with 6 Keystones (one or more of which is almost always in the possession of that Province’s Harbinger), and tasked the Harbingers with collecting one Keystone from each Province in order to challenge him for supremacy. At the DM’s discretion there might be as few as one Keystone per province. If so, the Keystone Magic Squares should be removed from the game and the Keystones should all be in the possession of Harbingers.

Each Keystone is a minor artifact that radiates strong universal magic (caster level 20th) and strong evil. They resemble miniature obsidian tombstones, each weighing 1 pound and inscribed with a bejewelled key symbol. The six colours of keystone are:


Ruby: From Countess Elizabeth Báthory’s Province.
Topaz: From Khufu’s Province.
Emerald: From Baron Samedi’s Province.
Amethyst: From Hellin’s Province.
Sapphire: From Gévaudan’s Province
Amber: From Anne de Chantraine’s Province.

If a Keystone is in the possession of any party member it is also considered to be in the possession of all party members within 30 feet. Each Keystone grants a particular Power (assigned by the Gatekeeper when the party first arrives in The Other Side). The six Keystone Powers are:


Nightmare Duel: Allows the party to use Nightmare Duel squares.

Double Movement: The speed of the party is doubled while moving on Roads (whether through Provinces or Sewers or on the Ring Road, both inside and outside of combat).

Bypass Gates: The party may pass freely through Gates (and as a standard action may greater teleport (as the spell, caster level 20th) the Gate to any location they are aware of save for the Ring Road).

Escape Black Hole: The party does not trigger Black Hole Magic Squares. The Gatekeeper may still Banish them to Black Holes, but they may free themselves after one round.

Flight: The party may activate Compass Magic Squares.

Sewer Access: While out of combat and on a Road in a Province, the party may teleport to a random Sewer Road in the same Province (and vice versa) as a full-round action as the spell (caster level 20th).

A party that possesses all 6 colours of Keystone is free to return to the Ring Road and the Central Hub and may access the Well of Fears.

Sewers, Soul Rangers, and Curfews
The Provinces all share an extensive network of Sewers - the Dark Side of the already-dark Other Side. The vast majority of souls drawn to The Other Side are no threat and of little interest to the Harbingers, and find themselves drifting through the gloomy tunnels of this place. Here they are drafted into the ranks of the Soul Rangers; miserable scavengers that play by their own set of rules. The scourge of the Provinces, they are untrustworthy, underhanded, undesirables that prowl the Sewers in search of prey and loot, and sometimes serve the Harbingers as mercenaries.

At his whim, the Gatekeeper may impose or remove a supernatural Curfew on all Soul Rangers in the Other Side. A given group of Soul Rangers can only prowl the Sewers and cannot set foot in the Provinces unless they are freed by the Gatekeeper or come into the possession of a Keystone (from any Province). Even Soul Rangers that possess a Keystone are teleported back to the Sewers when a Curfew is imposed (though they are free to immediately leave again).

Harbingers
The Harbingers are the six powerful creatures that rule the Provinces of The Other Side. Although they are all undead (in the sense that they died on the mortal plane and were resurrected in The Other Side), not all of them have the undead creature type. Instead, they all have the [Harbinger] subtype, which grants traits as described below:

Harbinger Traits
Harbingers always have the [Extraplanar] and [Evil] subtypes, though whenever they would be banished from The Other Side (or attempt to leave it of their own will) they are instead sent to a random Black Hole in a random Province.

So long as the Gatekeeper reigns, a Harbinger is doomed to struggle for dominance in The Other Side. Whenever it would be killed or otherwise incapacitated for longer than 24 hours, it instead reappears at its Headstone at full strength on the next night. It cannot be laid to rest until the Gatekeeper is overthrown.

Harbingers have spell resistance equal to their character level +10.

Harbingers have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Guise
Each Harbinger (except for Gévaudan) has a supernatural guise resembling its appearance in life. The guise provides no change to the Harbinger's statistics and the Harbinger cannot control when it takes this form; instead it automatically assumes the guise when first encountering a party. The guise is maintained for all interactions with that party so long as the Harbinger remains calm, but if angered or otherwise displeased the Harbinger permanently loses the guise for all future interactions with the party.

Guises function as though the Harbingers were under the effect of disguise self (caster level = Harbinger character level) for the purposes of true seeing and the like. If a Harbinger experiences slight frustration or becomes upset the guise decays subtly (noticeable by a DC 30 Spot check; the DC decreases permanently in increments of 5 with subsequent upsets until it is shed completely). At any time a Harbinger can shed its guise fully as a free action, and the guise is automatically shed if the Harbinger enters combat with the party.

Some Harbingers (particularly Khufu, Anne de Chantraine, and Countess Elizabeth Báthory) have mixed emotions about the loss of their humanity and try to maintain their guises as long as possible in an effort to cling to the past. Other Harbingers are utterly indifferent and happily shed their guises as they enter combat.

Symbols
Each Harbinger has an archetypal Symbol, which is a magic item that they grant to a party that agrees to serve their interests in The Other Side. A Harbinger's Symbol grants safe passage through that Harbinger's Province with respect to traps and random encounters (though Soul Rangers do not always respect the Harbinger's authority; see the Soul Ranger entry below). Each Symbol also has another powerful effect - see individual Harbinger descriptions for details.

Symbols may be transferred freely between party members. For the purposes of safe passage, a Symbol in the possession of any party member is considered to be in the possession of all other party members within 30 feet. Note that the unique ability of a Symbol only functions for the physical bearer of that Symbol.

Headstone
Each Harbinger has a Headstone - the capital city (or equivalent) of their Province and the place where they resurrect when destroyed or defeated. See individual Harbinger descriptions for details.

Treasures
In addition to their Symbols and randomly generated treasure, each Harbinger also possesses a number of unique magic items - which they have accumulated as loot from defeated adventurers or fashioned themselves (or with the aid of their followers). They may lend these items to party members or offer to use them on the party's behalf, but typically they are loath to do so (and instead often use the treasures against the party!). Some Harbingers (notably Anne de Chantraine) are capable of creating custom items for the party as well. At the DM's discretion a Harbinger's Symbol and unique magic items may lose their powers if the Harbinger is permanently defeated.

rferries
2017-07-13, 03:14 AM
THE GATEKEEPER
https://i.imgur.com/CSZemob.png
The bad news or the bad news? Meet the Gatekeeper. He alone presides over the Other Side, keeping the peace in the Provinces until Doomsday – or whatever comes next.

He is the game’s timekeeper and referee- dealing out punishments and penalties and ruling the gameplay with an iron fist.

THE GATEKEEPER
MEDIUM OUTSIDER ([Evil], [Extraplanar])
HD 20d8+100 (190 HP)
Speed 30 ft. (6 squares)
Init: +9
AC 34 (+8 insight, +8 luck, +8 profane); touch 34; flat-footed 34
BAB +20; Grp +20
Attack -
Full-Attack -
Space 5 ft.; Reach 5 ft.
Special Attacks Black hole mastery, chosen one, curfew, gate mastery, shift provinces, spell-like abilities, “STOP!”, summoning
Special Qualities Damage reduction 15/good (see below), darklord, darkvision 60 ft, limited omniscience, spell resistance 30, tongues, true madness
Saves Fort +19 Ref +19 Will +22
Abilities Str 10, Dex 20, Con 20, Int 10, Wis 4, Cha 26
Skills Bluff +31, Concentration +28, Diplomacy +35, Intimidate +33, Knowledge (The Other Side) +26*, Listen +20, Sense Motive +20, Spot +20
Feats Ability Focus (Chosen One), Combat Casting, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Knowledge (The Other Side))
Environment The Other Side
Organization Unique plus 2 justicars (12-HD half-fiendish gargoyles)
Challenge Rating 20
Treasure Triple standard (in the Well of Fears)
Alignment Any evil (see below)
Advancement -
Level Adjustment N/A

The Gatekeeper appears as a wizened old man with decayed teeth, ashen skin, straggly hair and beard stubble, a tattered hooded grey robe, and eyes that radiate blue-green light in the perpetual darkness of his domain.

The Gatekeeper’s defining traits are his wickedness, and his mercurial nature. Whenever the Gatekeeper encounters the party, roll 1d3 to determine his alignment and corresponding behaviour for that encounter. A roll of 1 = Lawful Evil, 2 = Neutral Evil, and 3 = Chaotic Evil. He also gains the [Chaos] or [Law] subtype as appropriate during that encounter.

Although he always arrives with a bombastic greater teleport (see “STOP!”, below), he always departs an encounter by use of etherealness – sometimes with the intent of lurking around and punishing a character that speaks ill of him when they think he is gone.

He speaks Abyssal, Celestial, Common, Infernal, and Undercommon in a raspy, barking voice but also benefits from his tongues ability.

Combat
The Gatekeeper is more like a force of nature or deity than an actual opponent. He is compelled by his madness to never initiate combat himself (even if he is currently Chaotic Evil or has been insulted by the players), but is more than happy to finish it. The only way to truly defeat him is for the party to open the Well of Fears and conquer the horrors within; until then all creatures in the Other Side are subject to his whims.

Black Hole Mastery (Su)
As a standard action the Gatekeeper may banish a character within 30 feet to a Black Hole of his choice (though he typically chooses the closest Black Hole in the same Province). A character must succeed on a DC 28 Will save to avoid being banished. The Escape Banishment Keystone Power grants a +10 bonus on this save, but only to the creature physically bearing the Keystone. Alternatively, he may release any number of characters from any number of Black Holes in The Other Side, no matter where they are. The save DC is Charisma-based.

Chosen One (Su)
When the Gatekeeper first encounters the party he may randomly select one of them as a free action to serve as his Chosen One for as long as the party remains in The Other Side. A prospective Chosen One must succeed on a DC 30 Will save or be affected as by a permanent geas to obey the Gatekeeper’s orders and undertake quests for him. This geas lasts for as long as the subject is alive and in The Other Side and cannot be removed by any means short of miracle, wish, or the Gatekeeper's death. A Chosen One that dies rises as a Soul Ranger in service to the Gatekeeper after 1d4 days, at which point the Gatekeeper may select a new Chosen One. The save DC is Charisma-based.

Curfew (Ex)
Once per hour as a standard action the Gatekeeper may choose to either enact a Curfew or end one. Whenever a Curfew starts, all Soul Rangers in the Provinces are immediately teleported back down to the Sewers (to a random location therein) with no save allowed. They may not return to the surface until the Gatekeeper chooses to end the Curfew, unless they possess a Keystone.

Damage Reduction (Ex)
If the Gatekeeper is currently Lawful, his damage reduction improves to damage reduction 15/good and silver. If the Gatekeeper is currently Chaotic, his damage reduction improves to damage reduction 15/cold iron and good. If the Gatekeeper is currently neither Chaotic nor Lawful, his damage reduction improves to damage reduction 15/adamantine and good.

Darklord (Ex)
The Gatekeeper is a Darklord of the Demiplane of Dread, and is as much a prisoner of his domain as any of his victims. Whenever he would be killed or incapacitated, he instead reappears at the Central Hub at full strength on the next night. He cannot be laid to rest until such time as The Well of Fears is opened and one of the Harbingers (or a party member) takes his place.

Gate Mastery (Su)
Once per hour as a standard action, the Gatekeeper may conjure up a Gate on any Road in the Provinces or Sewers (but not on the Ring Road). He may instead choose to move a pre-existing Gate, or to remove one entirely, or to allow the Chosen One to do any of the above. He may choose to conjure a Gate in a space occupied by creatures; any creature that succeeds on a Reflex save (DC 28) ends up on the side of the Gate of their choice. Otherwise, the Gatekeeper decides the side they end up on and furthermore the creature takes 20d6 points of damage due to nearly being bisected by the Gate. The Bypass Gates Keystone Power grants a +10 bonus on this save, but only to the creature bearing the Keystone. The save DC is Charisma-based.

Limited Omniscience (Su)
At all times, the Gatekeeper is aware of everything that is happening throughout The Other Side as though he were scrying on all creatures by greater scrying (no save).

Shift Provinces (Su)
At the start of each night the Gatekeeper rearranges the Provinces themselves around the Central Hub as a free action. All creatures and things in a Province are transported along with that Province (no save).

“STOP!” (Su)
Whenever the Gatekeeper teleports in to an area, a great thunderclap sounds and he commands all creatures within 100 feet to “STOP!” as an immediate action. Any creature that does not stop whatever it was doing is instantly afflicted as if by bestow curse unless they succeed on a Fortitude save (DC 28). Creatures that are immune to effects requiring Fortitude saves are not immune to this ability. Creatures that interrupt their spellcasting or abilities with limited uses must forfeit the spell slot or daily use (including wasting potions or other consumables to no effect). The Save DC is Charisma-based.

Summoning (Su)
Once per encounter as an immediate action the Gatekeeper may summon a Soul Ranger for each enemy present. These Soul Rangers fight to the death to defeat his foes. This ability is the equivalent of a 9th-level spell.

Tongues (Su)
The Gatekeeper can speak with any creature that has a language, as though using a tongues spell (caster level 20th). This ability is always active.

True Madness (Ex)
The Gatekeeper uses his Charisma modifier on Will saves instead of his Wisdom modifier, and has immunity to mind-affecting effects. The Gatekeeper cannot be restored to sanity by any means short of divine intervention. Finally, he adds his Charisma modifier as an insight, luck, and profane bonus to his Armour Class.

*The racial madness of the Gatekeeper provides a +6 bonus to his Charisma score and a -6 penalty to his Wisdom score. If restored to sanity he gains 6 points of Wisdom and loses 6 points of Charisma.

Spell-Like Abilities
At will-bestow curse (DC 22), etherealness, greater teleport, plane shift (DC 25), remove curse (DC 22). 1/day-gate, miracle, time stop, wish. Caster level 20th. The save DCs are Charisma-based.

Skills
*The Gatekeeper’s Knowledge (The Other Side) checks apply to all people, places, and things within the Other Side (including even recent arrivals like the players). He has no interest in anything beyond his domain, even the Dark Powers.

Gatekeeper Details
The Gatekeeper is a mysterious, malevolent, and above all capricious entity who rules over The Other Side. A divine entity of unknown origin, it is he who permits the Harbingers to battle for a chance at usurping him. He controls who is banished to Black Holes and who is released, when and where Gates materialise, and whether the Soul Rangers are under Curfew or free to raid the surface. It is most likely he who drew the players to The Other Side, to forment chaos amongst the Harbingers and provide amusement for himself.

In encounters with the players, the Gatekeeper pretends to be near-sighted and hard-of-hearing and loudly demands that his Chosen One announce him- or herself, before he delivers edicts for the Chosen One to relay. He enjoys near-omnipotence within his domain, but prefers to use Bluff, Diplomacy, and Intimidate by turns (and according to his shifting alignment) to trick, cajole, and frighten the players into doing his bidding. Even if they are working at the behest of one of the Harbingers rather than (or in addition to) himself, he will not act to destroy the players unless directly provoked.

The Chosen One
“Wherrrrrrrre is my Chosen One?”
When the players first arrive in The Other Side, the Gatekeeper selects one of them at random to be his ‘Chosen One’. All players are expected to obey the Gatekeeper without question but the Chosen One must be particularly obedient due to the Gatekeeper’s geas. The Gatekeeper generally torments the Chosen One less than the other players, but sometimes singles him or her out specifically for punishment to “set an example” and show that he doesn’t "play favourites”. The Gatekeeper refers to all players other than the Chosen One as "Maggots!".

The Chosen One enjoys no special deference or protection from the denizens of The Other Side; all creatures know that the Gatekeepers treats his Chosen One as wholly replaceable.

The Gatekeeper’s Whims
“STOP! You are banished... to a Black Hole! Say 'thank you...'”
The Gatekeeper materialises with a thunderclap at utterly random intervals to command the players to “STOP!” whatever they are doing, before pronouncing a random edict. His edicts are generally the liberal application of bestow curse (usually one of the standard curses but sometimes used to inflict a minor yet incurable disease), banishment to a Black Hole, the conjuration of a Gate, or whatever would generally cost the party the most time and effort to overcome. Players that do not explicitly thank him for his whims (no matter how harmful they are) are subject to further and greater punishment. On very rare occasions his edicts may prove helpful, such as by freeing party members from a Black Hole after he grows bored with their imprisonment.

Whenever the Gatekeeper materialises to deliver an edict, he is flanked by two half-fiendish gargoyles advanced to 12 Hit Dice. These creatures are emaciated, as black as ebony, and each bear a pair of shining silver scales in their claws. They wait silently while the Gatekeeper dispenses "justice" and vanish when he does, but do not attack unless the Gatekeeper is attacked (at which point he often vanishes with a cackle, returning to punish the party yet again if they defeat the gargoyles).

rferries
2017-07-13, 03:17 AM
GÉVAUDAN, THE WEREWOLF
http://i.imgur.com/n8bDUo6.jpg
The asexual demigod of the most sinister of all carnivores, the jackal and the wolf, The Great Beast is worshipped by packs of predators who howl its praise from the thorns in the forest of Le Gévaudan.

Carrying "the sickness" of lycanthropy, Gévaudan spreads its disease and plague throughout the Provinces of The Other Side.

With the razor-sharp instincts and reflexes of a natural-born hunter, "it" hunts and kills its prey without remorse. Such is the primeval order of the Loup-garou. The Werewolf.

GÉVAUDAN
LARGE MAGICAL BEAST ([Evil], [Extraplanar], [Harbinger], [Shapechanger])
HD 12d10+84 (162 HP)
Speed 60 ft. (12 squares)
Init: +7
AC 26 (+7 Dex, +10 natural, -1 size); touch 16; flat-footed 19
BAB +12; Grp +23
Attack Claw +18 melee (1d8+7)
Full-Attack 2 claws +18 melee (1d8+7) and bite +13 melee (2d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks Aspect of nature 3/day, curse of gévaudan, howl, rage 4/day, trip
Special Qualities Damage reduction 10/good and silver, evasion, harbinger traits, improved uncanny dodge, low-light vision, scent, spell resistance 22, swift tracker, uncanny dodge, woodland stride
Saves Fort +17 Ref +17 Will +8
Abilities Str 24, Dex 24, Con 24, Int 16, Wis 14, Cha 12
Skills Climb +22, Hide +26, Intimidate +16, Jump +44, Knowledge (nature) +20, Listen +25, Move Silently +30, Search +11, Sense Motive +10, Spot +25, Survival +17* (+19 aboveground)
Feats Ability Focus (Curse of Lycanthropy), Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, TrackB
Environment The Other Side
Organization Unique plus werewolf troupe (2-5 werewolves plus 5-8 wolves)
Challenge Rating 12
Treasure Triple standard
Alignment Neutral evil
Advancement -
Level Adjustment N/A

Gévaudan resembles a great black-furred direwolf, with forelimbs that bear a disturbing resemblance to a humanoid's arms and hands. Its brow bears a ritual scarification, it has a mane of fine black braids adorned with a few colourful tribal beads and metallic medallions, and its golden eyes gleam with terrible insight. It constantly slavers a bright green slime bearing the curse of lycanthropy.

Gévaudan speaks Common and Sylvan but rarely deigns to communicate, even with its own followers.

Combat
Gévaudan lives for the hunt. In combat it howls to call upon its rage and aspect of nature (frightening enemies and summoning allies in the process) before hurling into the fray in a terrible frenzy. It fights to the death, but like all Harbingers cannot truly die.

Gévaudan's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Aspect of Nature (Su)
Three times per day Gévaudan may use Aspect of Nature (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm#wildShapeVariantAspectOfN ature) as a 12th-level druid. It favours simultaneous activation of the Agility, Endurance, and Vigour aspects, but sometimes uses the Poison, Speed, and even Tooth and Claw aspects (twisting into an even more monstrous form with additional claws and an extra maw).

Curse of Gévaudan (Su)
Any humanoid or giant hit by any of Gévaudan's natural attacks must succeed on a DC 25 Fortitude save or contract lycanthropy (of a type of Gévaudan's choice, typically werewolf). Any lycanthrope created in this way is under the control of Gévaudan. The Gatekeeper's Chosen One is immune to this effect. The save DC is Constitution-based.

Evasion (Ex)
Gévaudan can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Gévaudan does not gain the benefit of evasion while it is helpless.

Howl (Su)
Whenever Gévaudan uses its aspect of nature or rage, it may release a bone-chilling howl as a free action. All living creatures within a 30-foot spread must succeed on a DC 17 Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the howl is shaken instead of panicked and cannot be affected again by Gévaudan's howl for 24 hours. The save DC is Charisma-based.

In addition to causing fear, each howl summons 2d6 werewolves to fight alongside Gévaudan. The werewolves arrive in 2d6 rounds and fight to the death in defense of their master.

Improved Uncanny Dodge (Ex)
Gévaudan cannot be be flanked. This defense denies a rogue the ability to sneak attack Gévaudan by flanking it, unless the attacker has at least 16 rogue levels.

Rage (Ex)
Four times per day Gévaudan may rage as a 12th-level barbarian (including the greater rage class feature).

Swift Tracker (Ex)
Gévaudan can move at its normal speed while following tracks without taking the normal -5 penalty. It takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Trip (Ex)
If Gévaudan hits with any of its natural attacks it can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Gévaudan.

Uncanny Dodge (Ex)
Gévaudan retains its Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, it still loses its Dexterity bonus to AC if immobilized.

Woodland Stride (Ex)
Gévaudan may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect it.

Skills
Gévaudan receives skills as though it were a fey creature. It has a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

*It also has a +8 racial bonus on Survival checks when tracking by scent.

Harbinger Details
Gévaudan is the archetypal lycanthrope, savage and inscrutably animalistic in its motivations. Of all the Harbingers it has the least interest in playing at the Gatekeeper's game or employing the party, and is content to run wild and free throughout The Other Side, satisfying its bloodlust at will. If it does choose to ally with the party it will most likely attempt to curse them with lycanthropy, to best ensure their loyalty.

Guise
Unlike all the other Harbingers, Gévaudan has no alternate form (or if it does, it never deigns to assume it). It is fully comfortable with its bestial nature.

Symbol
Gévaudan's followers each bear a sharp wolf-fang talisman, dyed blue and bound to a leather cord around a neck or limb or simply carried in a pocket. In the unlikely event that a party joins Gévaudan's cause or makes a pact with the Beast, a single party representative is granted one of these symbols (allowing the party free travel throughout Gévaudan's Province without random encounters). The talisman also allows a character to wild shape once per day as a druid of their character level.

Province
http://i.imgur.com/7lNRDtQ.jpg?1
Gévaudan's Province is a vast forest of black briars with silvery thorns, broken only by the occasional mountain range. The briars grow as tall as trees and choke out almost all other plant life, with a few purple thorny vines winding through them. An eerie mist flows amongst the brambles, lit with a faint blue radiance.

Headstone
Deep within the Province lies Gévaudan's Lair, a great edifice of rough-hewn stone built into a cliff-face. A great wall of thorns surrounds the Lair, with a single entrance flanked by stone columns carved with disturbing bestial heads. A flight of massive stone steps leads up to a cave entrance (complete with fang-like stalactites) in the cliff. Above the cave the sheer rock face is carved to resemble Gévaudan's visage, and above that an opening in the rock captures the full moon each night at midnight, when swarms of bats circle overhead and lycanthropes cavort in a savage ceremony on the steps. The moon is always full in Gévaudan's province, and those who enter the cave emerge as lycanthropes - if they ever emerge again.

Treasures
Gévaudan has little interest in the acquisition of magical items. However, like all the Harbingers it has a respectable collection of its own, mostly gifts from its worshippers. Caster level 12th for all effects.

Bone Talisman: Two small bones are crossed together with a leather cord to act as an amulet of natural armour +5.

Skull Trophy: This series of humanoid skulls strung together on a heavy knotted rope can be consulted once per day to duplicate detect scrying, divination, or legend lore.

Plague Pouch: A leather bag tied with a bit of thorny bramble and perpetually filled with Gévaudan's luminous green spittle, which may be applied to weapons as a contact poison to transmit the Harbinger's curse (Fortitude DC 28 negates). It may also be applied to food or even mixed into a water supply, to cause an epidemic of lycanthropy.

Obsidian Dire Wolf: This figurine of wondrous power animates as an advanced (18 HD) fiendish dire wolf once per day, serving for 1 hour. Its bite also transmits lycanthropy (DC 15).

Gévaudan's Medallions: The bronze and golden medallions from Gévaudan's mane; if woven into a character's hair they grant the [Shapechanger] subtype and the character becomes to immune to effects that only affect humanoids.

Random Encounters
Random encounters in Gévaudan's Province are always with lycanthropes and similar creatures (such as wolfweres), animals (including fiendish and dire animals), magical beasts, and creatures with the shapechanger subtype.

rferries
2017-07-13, 03:18 AM
BARON SAMEDI, THE ZOMBIE
http://i.imgur.com/q7dU6OL.jpg?1
He's taking last requests and "Stayin' Alive" ain't one of his favourites. He's Baron Samedi - Voodoo's
ad-Minister of the living dead - the last "VJ" on The Other Side who holds court every Saturday in his Cathedral of Jive.

Leading his choir of lost souls dancing the "banda," the chain smoking Samedi calls up the dead toll free.

With a sense of fun as bent as a rib, the chief pranktitioner of black magic and comedy just loves to throw a funeral "...cause I always miss my own."

BARON SAMEDI
MEDIUM UNDEAD ([Evil], [Extraplanar], [Harbinger])
HD 14d12+70 (161 HP)
Speed 30 ft. (6 squares)
Init: +5
AC 25 (+1 Dex, +14 natural); touch 11; flat-footed 24
BAB +7; Grp +11
Attack Slam +11 melee (1d6+4)
Full-Attack 2 slams +11 melee (1d6+4)
Space 5 ft.; Reach 5 ft.
Special Attacks Danse macabre, impromptu sneak attack 3/day, ranged legerdemain, rebuke undead 8/day, sneak attack +7d6, spells, spell-like abilities
Special Qualities +4 turn resistance, damage reduction 10/good and slashing, darkvision 60 ft., harbinger traits, spell resistance 24, undead traits, undead vigour
Saves Fort +11 Ref +12 Will +13
Abilities Str 18, Dex 12, Con -, Int 16, Wis 14, Cha 20
Skills Bluff +22, Concentration +22, Diplomacy +24, Disguise +22 (+24 acting), Gather Information +24, Hide +9, Knowledge (local) +20, Knowledge (religion) +20, Listen +27, Move Silently +9, Perform (comedy) +22, Search +11, Sense Motive +10, Sleight of Hand +20, Spot +10, Spellcraft +20, Use Magic Device +5 (+7 scrolls)
Feats Craft Wondrous Item, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes,
Environment The Other Side
Organization Unique plus ghast pack (2-4 ghasts plus 7-12 ghouls)
Challenge Rating 14
Treasure Triple standard
Alignment Chaotic evil
Advancement -
Level Adjustment N/A

Baron Samedi is a cadaverous, fluorescent-green-fleshed zombie dressed in a tattered ultaviolet-purple suit. His white-gloved hands are missing multiple fingers, and his eyes are pitch-black and sunken. He carries a cracked golden pocketwatch and a fine black cane, and always wears a purple top-hat. In spite of his undeath and ruined finery, he projects an air of magnanimity and good humour.

Baron Samedi speaks Common and Undercommon and casts tongues liberally when necessary.

Combat
Baron Samedi wades into combat with gusto, constantly ushering in more members of his entourage and lashing out with spells. He occasionally uses ranged legerdemain to foil his opponents at a critical moment. He treats being slain as a joke - which it is, given his Harbinger nature.

Baron Samedi's natural weapons, as well as any weapons he wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Comedy Macabre (Su)
Baron Samedi may start up a comedy routine to summon his entourage and subdue (and enslave) his foes. He makes a Perform (comedy) check as a full-round action in the initial round, and as a move action in each subsequent round for as long as he wishes (he may take standard actions as normal during these rounds). This Perform check has multiple effects each round:
Entourage: At the end of Baron Samedi's turn, 1d3 human zombies under his control burst from the ground adjacent to each enemy within 300 feet and attack.
Laughter: Each enemy within 300 feet makes a level check opposed by the Perform check. Any enemy that fails is affected as if by hideous laughter for that round. This effect can be countered with a bard's countersong ability.
Undeath: Any enemy within 300 feet that is slain by Baron Samedi or one of his minions rises the next night as a ghoul under his control. If that foe had at least 1 rank in any Perform skill, it instead rises as a ghost and must join Baron Samedi's choir of lost souls until the Harbinger is finally destroyed.

Impromptu Sneak Attack (Su)
Three times per day Baron Samedi can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

Ranged Legerdemain (Su)
Baron Samedi can perform Sleight of Hand checks at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and he cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. He may use this ability any number of times per day.

Rebuke Undead (Su)
Eight times per day, Baron Samedi may rebuke undead just as an evil cleric of his level (including the +2 bonus on turning checks from his ranks in Knowledge (religion)). Zombies he commands in this way do not count towards the total Hit Dice of undead he may command.

Sneak Attack (Ex)
Baron Samedi is able to sneak attack as a 14th-level rogue, dealing 7d6 extra damage.

Spells (Ex)
Baron Samedi casts spells as a 14th-level bard.

Typical Bard Spells Known (4/4/4/4/4/2; save DC 15 + spell level)
0— detect magic, ghost sound, mage hand, mending, prestidigitation, read magic; 1st— charm person, disguise self, expeditious retreat, undetectable alignment; 2nd—darkness, glitterdust, invisibility, mirror image; 3rd— charm monster, confusion, glibness, see invisibility; 4th— dimension door, dominate person, freedom of movement, shadow conjuration; 5th— greater dispel magic, persistent image, shadow evocation.

Spell-Like Abilities (Sp)
At will-animate dead, hideous laughter (DC 17), tongues; 3/day-bestow curse (DC 19), create undead, eyebite (DC 21), irresistible dance (DC 23), magic jar (DC 20), soul bind (DC 24). Caster level 14th. The save DCs are Charisma-based.

Undead Vigour (Su)
Baron Samedi adds his Charisma modifier as a bonus to his Fortitude saves, Reflex saves, and hit points per die.

Skills
Baron Samedi receives skills as though he were an outsider. Furthermore, he also has a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Harbinger Details
Baron Samedi is at once the most-genial and least-trustworthy of the Harbingers. As mercurial as the Gatekeeper, the good Baron delights nothing more in sowing chaos and confusion amongst a captive audience. He is quick to offer an alliance to a party but just as quick to renege on his word. However, he tends to be favourably disposed to bards and other witty characters - so long as they don't threaten to overshadow his own comedy. His choir of lost souls always has room for another performer, after all...

Guise
Baron Samedi first appears to a party as a handsome, dusky-skinned gentleman with a smoothly persuasive voice and a fine suit. If they anger or bore him the guise melts away to reveal his true form.

Symbol
Baron Samedi's followers tend to be dressed in stylish yet mouldering finery. He grants a party that serves him a single green top-hat, the sight of which prevents randomly encountered creatures in his Province from attacking the party. The hat also allows a character to rebuke undead once per day as an evil cleric of their character level.

Province
http://i.imgur.com/nMrTKti.jpg?1
Baron Samedi's Province is a archipelago of volcanic islands blanketed with warm jungles. The entire Province is geologically unstable, with great fissures in the sooty earth revealing rivers of molten rock far below. There are countless piles of bleached humanoid bones strewn throughout the land, of unknown but most likely unpleasant origin. The Roads allow transit between the islands, though they may be submerged beneath a foot or two of water at various points.

Headstone
On the central island of the Province lies Baron Samedi's Cathedral of Jive, a colossal infernal structure of volcanic rock that resembles a boar-tusked cow skull. The Cathedral churns smoke into the sunset sky from its "tusks", and tolls devilish churchbells in its "horns". A few palm trees dot the area, as do decorative spear-posts adorned with shrunken heads. The Baron's laughter and the wailing of his lost soul choir can be head echoing out of the Cathedral, and the massive double doors are always unlocked - Samedi always welcomes a new audience.

Treasures
Baron Samedi is an adept magician and has crafted a number of magical trinkets for his own entertainment. Caster level 14th for all effects.

Bearclaw Necklace: This colourful beaded necklace is adorned with a number of animal claws. It grants a +6 enhancement bonus to the wearer's Charisma.

Drums of Unease: This set of bongo drums can be used to produce a fear or confusion effect if played with a successful Perform (any) check (DC 20).

Soul Jars: These bulbous clay pots are painted with garish colours (often stylised skulls) and emit luminous mists from various spouts. They are each enchanted to hold one or more souls; Samedi occasionally bargains with Soul Rangers and uses these as payment.

Totem Copse: This small plot of trees and grasses occupies a 10'x10' space and contains multiple man-sized totems with glaring eyes. They radiate an unhallow, desecrate, fear, magic circle against good, and magic circle against evil effect out to 300 feet. Totem copses are interspersed throughout the jungles of the Province and often defended by packs of undead.

Voodoo Implements: This collection of bowls and cups holds blood and other sorcerous ingredients, and surrounds a grinning skull topped with a lit candle. It allows a user to speak with dead once per day.

Voodoo Doll: If this doll is properly attuned to a target (in a ritual lasting 24 hours and requiring a piece of hair or drop of blood from the target), it allows the bearer to scry on the target at will, as well as subject the target to either bestow curse or eyebite once per day.

Random Encounters
Random encounters in Baron Samedi's Province are always with undead of various types - primarily zombies, ghouls, devourers, and ghosts. Soul Rangers gravitate towards his Province (when Curfews are not in effect) in the hopes of feasting on an incorporeal spirit or two; the chance of encountering Soul Rangers as a random encounter in this Province is doubled (to 40% ) while no Curfew is in effect..

rferries
2017-07-13, 03:20 AM
KHUFU, THE MUMMY
http://i.imgur.com/2uSWkwZ.jpg?1
They never found the remains of this Fourth Dynasty Pharaoh who proclaimed himself the "Father of Death" then almost went bankrupt. Khufu reigned for 23 years - almost as long as it took the megalomaniac to build his Great Pyramid from where he set forth on his journey to the next life.

But somewhere along the way he saw the light and sold out! Now he's back! Khufu II. "King Cliché" - a superstar TV evangelist and ad-guru who has turned the Valley of the Kings into Hollywood on the Nile. "Endorse me!"

KHUFU
MEDIUM UNDEAD ([Evil], [Extraplanar], [Harbinger])
HD 15d12 (97 HP)
Speed 30 ft. (6 squares)
Init: +5
AC 25 (+1 Dex, +14 natural); touch 11; flat-footed 24
BAB +7; Grp +15
Attack Slam +15 melee (1d6+8)
Full-Attack 2 slams +15 melee (1d6+8)
Space 5 ft.; Reach 5 ft.
Special Attacks Charming gaze, curse of Khufu, plagues, rebuke undead 8/day, spells, spell-like abilities,
Special Qualities +4 turn resistance, damage reduction 5/-, damage reduction 15/good, darkvision 60 ft., divine grace, harbinger traits, spell resistance 25, undead traits
Saves Fort +12 Ref +13 Will +19
Abilities Str 26, Dex 12, Con -, Int 16, Wis 20, Cha 20
Skills Appraise +21, Concentration +23, Diplomacy +25, Hide +9, Intimidate +23, Knowledge (nobility and royalty) +21, Knowledge (religion) +21, Listen +13, Move Silently +9, Search +11, Sense Motive +13, Spellcraft +21, Spot +13, Use Magic Device +5 (+7 scrolls)
Feats Ability Focus (Charming Gaze), Ability Focus (Curse of Khufu), Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
Environment The Other Side
Organization Unique plus tomb guard (1 mummy lord and 6-10 mummies)
Challenge Rating 15
Treasure Triple standard
Alignment Lawful evil
Advancement -
Level Adjustment N/A

Khufu is a stalking mummy swathed in dusty wrappings, with eye sockets full of maggots and a cobra draped over his shoulders. A golden burial mask obscures part of his face, a last testament to his mortal glory.

Khufu speaks Celestial, Common, and Elven and relies on court translators when necessary.

Combat
Although Khufu knows he cannot truly die so long as the Gatekeeper reigns, he does not treat his person as expendable. In battle he orders his minions into the fray first, and conjures up plagues and casts spells from a safe distance. Unlike all other Harbingers he will surrender rather than fight to the death. He infinitely prefers to charm enemies with his gaze (thereby avoiding combat entirely).

Khufu's natural weapons, as well as any weapons he wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Charming Gaze (Su)
As charm person (save that it also affects animals and vermin native to deserts, even mindless ones), 30 feet, Will DC 22 negates. The save DC is Charisma-based.

Curse of Khufu (Su)
Khufu can curse a foe by making a special touch attack. The opponent must succeed on a DC 22 Fortitude save or suffer the effects of bestow curse, contagion, and poison simultaneously. Furthermore, an afflicted character is destined to die within 1 year of being cursed and rise as a mummy under his control. This effect can only be removed by casting break enchantment, heal, and greater restoration (in that order) on an afflicted character. The save DC is Charisma-based.

Divine Grace (Su)
Khufu gains a bonus equal to his Charisma bonus on all saving throws.

Plagues (Su)
Once per round as a move action Khufu can summon a locust swarm or scarab swarm (treat as a centipede swarm save that it inflicts filth fever rather than poison). He cannot control swarms he summons in this way but they pursue his nearest enemies to the best of their ability.

Rebuke Undead (Su)
Eight times per day, Khufu may rebuke undead just as an evil cleric of his level (including the +2 bonus on turning checks from his ranks in Knowledge (religion)). Mummies he commands in this way do not count towards the total Hit Dice of undead he may command.

Spells (Ex)
Khufu casts spells as a 15th-level cleric.

Typical Cleric Spells Prepared (6/7/7/7/6/6/4/3/2; save DC 15 + spell level)
0— detect magic, guidance, inflict minor woundsx3, read magic; 1st— detect evil, detect good, detect law, divine favour*, entropic shield, sanctuary, shield of faith; 2nd—augury, darkness, desecrate, enthrall*, resist energyx2, spiritual weapon; 3rd— animate dead, deeper darkness, helping hand, invisibility purge, magic circle against chaos, magic vestment*, prayer; 4th— discern lies*, dismissal, divine power, divination, freedom of movement, giant vermin; 5th— dispel good, flame strike, greater command*, righteous might, scrying, true seeing; 6th— geas/quest*, greater dispel magic, harmx2; 7th— blasphemy, destruction*, dictum; 8th— demand*, greater planar ally.
*Domain spell. Domains: Death and Nobility.

Spell-Like Abilities (Sp)
At will-create undead (mummies only); 3/day-insect plague. Caster level 15th. The save DCs are Charisma-based.

Skills
Khufu a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Harbinger Details
Khufu is the most honourable Harbinger, though that isn't saying much. Although he has long since left the mortal coil he is obsessed with the accumulation of wealth and prestige, and these desires can be played upon by a clever party. He is the Harbinger most likely to make (and uphold) a bargain with the party; so long as they promise to bring him wealth he can be relied upon to help them escape The Other Side.

Guise
Khufu first appears to the party as a handsome king of ancient Egypt, resplendent in his regalia. He is reluctant to reveal his true decayed form, and upon doing so is eager to quickly charm the party into overlooking his wretched state.

Symbol
Khufu's symbol is a species of large cobra with glittering golden scales and pale blue eyes. He may allow one such cobra to bond with a party member as though it were a Medium viper animal companion and they were a druid of their character level. The cobra can spit its venom up to 30 feet as a standard action; this is a ranged touch attack with no range increment and opponents hit by this attack must make saves against the cobra's venom (and are permanently blinded on a failed save). Any randomly-encountered monster in Khufu's Province bows reverently at the sight of the cobra and does not attack the party.

Province
http://i.imgur.com/Rvryd7X.jpg?1
Khufu's Province is a vast and arid desert, with a great river winding its way through it. Khufu is the least aggressive of the Harbingers and as such his Province is the only region with an even semi-functional economy. Various cities and temples dot the Province, and many crumbling ruins lie half-buried by the desert sands.

Headstone
The largest city in the Province is Hollywood On The Nile - an urbanised city devoted to Khufu's tremendous ego and ostentatiousness. Bazaars and dining establishments abound throughout the city streets, catering to only the wealthiest monsters. A great stone Sphinx adorned with enchanted signs rises above the city and houses a great centre of commerce and entertainment, as well as Khufu himself.

Treasures
Khufu possesses almost limitless wealth, and he is loath to part with any of it. He guards his magical treasures just as jealously, but an exceptionally persuasive or loyal party might earn one or two as a reward. Caster level 15th for all effects.

Ankh of Immortality: The bearer of this golden amulet ignores the aging penalities to his or her physical ability scores and does not age. Upon losing the ankh all penalties return instantly, including any additional ones that accrued while carrying the item (up to and including death from old age).

Khepri Brooches: These two golden scarab pins may each be used to fasten a cloak. They allow two different wearers to benefit from shield other and telepathic bond effects with each other.

Canopic Jars: A creature may extract one of its vital organs and have it placed in one of this beautifully-crafted jars in a ritual requiring 24 hours and a successful Heal (DC 30) check. Any creature that does so is immune to negative energy, death effects, and effects that manipulate its soul (e.g. magic jar, trap the soul, soul binding, etc) for as long as the jar remains intact.

Ceremonial Shield: This shield is covered with hieroglyphics and a depiction of Khufu as a Sphinx trampling his enemies. It acts as a +5 heavy shield that grants its bearer a constant shield of law effect.

Medallion of Truth: This amulet bears a stylised eye design, and allows its bearer to use detect thoughts, discern lies, and see invisibility at will.

Ozymandian Effigy: These bits of rag are used to bind a small wooden leg and arm, the remnants of one of Khufu's childhood dolls. Once per day they may be used to cast legend lore or refuge.

Random Encounters
Random encounters in Khufu's Province are always with desert-dwelling creatures, particularly mummies, serpents, and giant scorpions.

rferries
2017-07-13, 03:22 AM
HELLIN, THE POLTERGEIST
http://i.imgur.com/eFzSTrK.jpg?1
Hellin was an infant trouble-maker who once threw a temper tantrum so violent, it cause an aneurysm in her brain and she died. But now baby Hellin never has to pick up her toys again and it's never bedtime in her wretched Fairground where the ride of your life will cost you it.

Haunting a rancid toy box, the problem child from The Other Side is as spoiled as she is rotten. Enough to wipe the smile off a laughing clown, Hellin doesn't throw tantrums - she throws anything and everything she can get her sticky little fingers on.

HELLIN
SMALL UNDEAD ([Evil], [Extraplanar], [Harbinger], )
HD 16d12 (104 HP)
Speed 40 ft. (8 squares), fly 80 ft. (perfect)
Init: +5
AC 26 (+1 size, +5 Dex, +10 deflection); touch 26; flat-footed 21
BAB +8; Grp -
Attack Incorporeal touch +14 melee (1d6 plus energy drain)
Full-Attack Incorporeal touch +14 melee (1d6 plus energy drain)
Space 5 ft.; Reach 5 ft.
Special Attacks Animate objects, energy drain, possession, sneak attack +8d6, spell-like abilities, tantrum, telekinesis
Special Qualities +4 turn resistance, damage reduction 15/good, darkvision 60 ft., greater invisibility, harbinger traits, spell resistance 26, undead traits
Saves Fort +7 Ref +12 Will +11
Abilities Str -, Dex 20, Con -, Int 4, Wis 8, Cha 30
Skills Hide +17, Intimidate +32, Listen +7, Move Silently +13, Search +5, Sense Motive +7, Spot +7
Feats Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Intimidate)
Environment The Other Side
Organization Unique plus at least 1 animated object
Challenge Rating 16
Treasure Triple standard
Alignment Chaotic evil
Advancement -
Level Adjustment N/A

Hellin appears as a ghostly doll of once-fine porcelain in a filthy bonnet. A large crack in the side of her head reveals nails, dust, and other bric-ŕ-brac - a manifestation of the self-induced aneurysm that killed her.

Hellin speaks Common, but generally does so only to rant at a party or make demands of them.

Combat
Hellin is as impulsive in death as she was in life. She may toy with a party at first (using illusions and the like to unnerve them while she remains invisible), but if provoked she quickly works herself up into a terrible rage. She fights fiercely and to the death, and would do so even if she weren't an immortal Harbinger.

Hellin's natural weapons, as well as any weapons she wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Animate Objects (Su)
Once per round, a random object within 20 feet of Hellin animates as though by the spell[I] animate objects (caster level 16th). These objects defend Hellin to the best of their ability (or remain motionless until she wishes them to attack), but she isn’t intelligent enough to employ elaborate tactics with them.

Energy Drain (Su)
Living creatures hit by Hellin’s incorporeal touch attack gain two negative levels. The DC is 28 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, Hellin gains 5 temporary hit points.

Greater Invisibility (Su)
Hellin constantly benefits from greater invisibility, as the spell (caster level 16th). She may suppress or reactivate this ability as a free action.

Possession (Su)
Once per round, Hellin can merge her body with a creature in The Other Side. This ability is similar to a magic jar spell (caster level 16th), except that it does not require a receptacle. To use this ability, Hellin must try move into the target’s space; moving into the target’s space to use the possession ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 28). A creature that successfully saves is immune to Hellin's possession for 24 hours, and she cannot enter the target’s space. If the save fails, Hellin vanishes into the target’s body and takes control of it. The save DC is Charisma-based.

Sneak Attack (Ex)
Hellin is able to sneak attack as a 16th-level rogue, dealing 8d6 extra damage. This damage applies to attacks she makes with objects via her telekinesis special attack.

Tantrum (Su)
Once per day Hellin may work herself up into a terrible tantrum, summoning a whirlwind (DC 28, caster level 16th) as a full-round action. She may direct the whirlwind's movement as a free action but may not use her telekinesis while she has a whirlwind active.

Telekinesis (Su)
Hellin can use telekinesis as a standard action (caster level 16th). When Hellin uses this power, she must wait 1d4 rounds before using it again.

Spell-Like Abilities (Sp)
At will-ghost sound (DC 20), mirage arcana (DC 25), pyrotechnics (DC 22), prestidigitation, seeming (DC 25). Caster level 16th. The save DCs are Charisma-based.

Skills
Hellin has a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Harbinger Details
Hellin has been dead for decades (or perhaps even centuries) but has not matured in the slightest in all that time. She is occasionally motivated to play the Gatekeeper's game but bores easily and is content to watch hapless victims suffer and die in her Fairground. A party that negotiates with her must constantly provide entertainment and pretty trinkets, lest she lose her temper with them on the spot.

Guise
Hellin first appears as a living human child of only a few years of age. She is charming enough at the start but soon becomes shockingly rude and demanding; if even her most fleeting or outrageous whims are not immediately indulged she casts aside her mortal guise and attacks.

Symbol
Hellin is obsessed with toys and the amusement they provide her, so it is only fitting that the sign of her favour is a purple toy block bearing the letter "H". She may grant one to a party to assist them in "finding nice new things for me"; such a party can travel her Province unmolested by random encounters and without setting off any traps. The block also grants its bearer the ability to use magic jar once per day as a spell-like ability as a sorcerer of their character level (the block functions as the receptacle).

Province
http://i.imgur.com/qvzbK9V.jpg?1
Hellin's Province is at once both the smallest and the largest of the Provinces. A magnificent and elaborate Fairground, it occupies a relatively small area but is infinitely large -attempts to leave often result in a party returning back to it through extradimensional trickery and non-Euclidean geometry. Merry-go-rounds, Ferris Wheels, roller coasters - there are any number of different rides and attractions but they are all equally deadly (abounding with traps and other hazards).

Headstone
At the centre of the Fairground is Hellin's Haunted House - a mansion resembling her residence in life that has now become a place of horrors. Her daily ranting can be heard from outside, and somewhere within lies her infamous toybox; her spirit is bound to the item in some mysterious way and obtaining it is perhaps the only way to successfully intimidate her.

Treasures
Hellin has no real magical knowledge of her own, but her innate powers have nonetheless imbued some of her possessions with arcane properties. Even though these are all incidental creations she is outraged at the idea of so much as lending them to someone else. Caster level 16th for all effects.

Jack-in-the-box of Madness: This jack-in-the-box may be wound three times per day as a full-round action to release a vicious spring-loaded puppet head, foaming at the mouth and cackling madly. The head bites one enemy within 5 feet at random, dealing 1d4 damage and forcing them to save against insanity. The head never misses and immediately retreats back into the box after biting.

Macabre Music Box: The fine music box of gold and polished wood may be opened to reveal a mirrored interior and a small, skeletal ballerina with tattered feathered wings and wild hair. Once opened the box begins to play a saccharine lullaby and the ballerina immediately begins to pirouette, enthralling all nearby creatures. Creatures that have been enthralled for at least three consecutive rounds must also save against lullaby and irresistible dance each round.

Possessed Toy Blocks: This set of toy blocks may be cast into the air once per day to obtain the results of contact other plane (the answers are spelled out by the blocks). The effect never causes an Int/Wis decrease, but always provides a "lie" result whenever it would normally give "don't know".

Velvet Elephant: This plush toy elephant figurine of wondrous power is sewn from faded velvet and bears a floral design on its hindquarters. Once per day it may transform into a colossal animated object that attacks the bearer's enemies and may use fear once every 1d4 rounds as a spell-like ability. The elephant remains animated for one hour, after which there is a 10% chance that it attacks the bearer instead of returning to toy form.

Stuffed Bear: This yellow stuffed bear figurine of wondrous power has seen better days - Hellin has plucked out one of its eyes and torn its shoulder to expose the fluff inside. Once per day it may animate into an advanced (36 HD) dire bear for ten minutes, after which there is a 20% chance that it attacks the bearer instead of returning to toy form.

Cursed Clown: This clown doll has a malevolent grin and always seems to be watching its bearer. Three times per day it may be used to cast bestow curse, but there is a 1% chance each time that it curses the bearer as well (no save) before vanishing forever with a mad giggle.

Random Encounters
There are relatively few creatures in Hellin's domain - the real dangers come from the traps that lie in wait throughout the Fairground rides. Random encounters are typically with animated objects, constructs, incorporeal undead, and malevolent clown-like derro.

rferries
2017-07-13, 03:26 AM
ANNE DE CHANTRAINE, THE WITCH
http://i.imgur.com/rrfe3IF.jpg?1
Ugly has a new name - Anne De Chantraine. And she's just learned how to make something. Its something called "trouble" and de Chantraine stirs it up and dishes it out from her mutant Punkin at the crossroads of the Provinces.

This fire-starter has got plenty of good reason to scorch the earth with a temper as hot as her brew. Tried and convicted of sorcery, tortured then burned alive at the stake as a teenager, de Chantraine was innocent.

Now she's on a witch hunt of her own.

ANNE DE CHANTRAINE
MEDIUM MONSTROUS HUMANOID ([Evil], [Extraplanar], [Harbinger])
HD 17d8+34 (110 HP)
Speed 30 ft. (6 squares)
Init: +9
AC 25 (+5 Dex, +10 natural); touch 15; flat-footed 20
BAB +17; Grp +21
Attack Claws +21 melee (1d4+4)
Full-Attack 2 claws +21 melee (1d4+4)
Space 5 ft.; Reach 5 ft.
Special Attacks Cackle, evil eyes, improved grab, rake 1d4+4, rend 2d4+6, spell-like abilities, spells, vorpal claws, wicked witchcraft
Special Qualities Damage reduction 15/good, darkvision 90 ft., harbinger traits, spell resistance 27
Saves Fort +9 Ref +17 Will +17
Abilities Str 18, Dex 20, Con 14, Int 28, Wis 20, Cha 14
Skills Appraise (alchemy) +11, Concentration +22, Craft (alchemy) +29, Decipher Script +29, Diplomacy +4, Heal +25, Hide +13, Intimidate +22, Knowledge (arcana) +29, Listen +30, Move Silently + 13, Search +17, Sense Motive +30, Spellcraft +31, Spot +30, Swim +12* Use Magic Device +22 (+26 scrolls)
Feats Ability Focus (cackle), Ability Focus (evil eye), Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
Environment The Other Side
Organization Unique plus night hag covey (3 night hags, on nightmares)
Challenge Rating 17
Treasure Triple standard
Alignment Chaotic evil
Advancement -
Level Adjustment N/A

Anne de Chantraine is an emaciated hag with long straggly hair, elfin ears, and a pronounced chin and nose. Her talons are long and sharp and she wears a tattered dress.

Anne De Chantraine speaks Abyssal, Celestial, Common, Draconic, Elven, Giant, Ignan, Infernal, Sylvan, and Undercommon.

Combat
Anne de Chantraine has little interest in physical combat - she knows she cannot die and would rather be orchestrating her plots to sow chaos amongst the Provinces. She casts her most powerful spells without hesitation, and if any foe gets too close she rends them limb from limb.

Anne de Chantraine's natural weapons, as well as any weapons she wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Cackle (Su)
Once per round as a free action, Anne de Chantraine may let loose a shrieking laugh. All living creatures within a 30-foot spread must succeed on a DC 22 Will save or become shaken for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect that stacks with itself (up to the panicked condition). The save DC is Charisma-based.

Evil Eyes (Su)
Any creature within 30 feet that meets Anne de Chantraine's gaze must succeed on a DC 22 Fortitude save or be cursed as if by bestow curse (Anne de Chantraine chooses the nature of the curse for each creature). A creature that is currently under the effect of a curse from this ability is immune to further such curses until the first one is lifted. This is a necromantic gaze attack. The save DC is Charisma-based.

Improved Grab (Ex)
To use this ability, Anne de Chantraine must hit a Large or smaller opponent with a claw attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Rake (Ex)
Attack bonus +21 melee, damage 1d4+4. Anne de Chantraine can attack a grappled foe with both claws at no penalty.

Rend (Ex)
If Anne de Chantraine hits with both claw attacks she latches onto her opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+6 points of damage.

Vorpal Claws (Ex)
On a successful critical hit against a creature of up to Large size, Anne de Chantraine's claw attacks sever her opponent's head (if it has one) from its body. Though some creatures, such as golems and undead other than vampires, are not affected by the loss of their heads, most creatures die when their heads are cut off.

Wicked Witchcraft (Ex)
Anne de Chantraine can create magic items of any type, ignoring all item creation prerequisites other than caster level. She must still pay XP and gp costs as normal.

Spell-Like Abilities (Sp)
At will-dream, pass without trace, prestidigitation, water breathing ; 3/day-black magic bargain (http://www.giantitp.com/forums/showthread.php?525121-Black-Magic-Bargain-(spell)), control weather, divination; 1/day-storm of vengeance (DC 21). Caster level 17th. The save DCs are Charisma-based.

Spells (Ex)
Anne de Chantraine can cast arcane spells as a 17th-level wizard. The save DCs are Intelligence-based.

Typical Wizard Spells Prepared (4/7/6/6/6/6/5/4/3/2; save DC 19 + spell level)
0—detect magic, light, read magic, resistance; 1st—mage armor, burning hands (4), protection from law, shield; 2nd—glitterdust (2), invisibility, resist energy (2), scorching ray; 3rd—fireball (2), lightning bolt (2), sleet storm, stinking cloud; 4th— charm monster (3), confusion, fire shield, wall of fire; 5th— baleful polymorph (2), cloudkill, dominate person, feeblemind (2); 6th—chain lightning (2), disintegrate, greater dispel magic, greater heroism; 7th— delayed blast fireball, finger of death, insanity, limited wish; 8th—incendiary cloud, moment of prescience, polymorph any object; 9th—meteor swarm, wail of the banshee.

Skills
Anne de Chantraine has a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. She has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.

Harbinger Details
Anne de Chantraine is one of the most powerful Harbingers (second only to the Countess Bathory), and she devotes all of her considerable magical might to causing trouble in The Other Side. She is the most ambitious Harbinger, and in spite of her extreme malevolence she is willing to compensate a party with black magic bargains and magical items in return for their service in the Gatekeeper's game. She plans to usurp his power and return to the mortal plane to wreak vengeance upon the descendants of those who unjustly slew her in an age long since past.

Guise
Anne de Chantraine's guise is that of herself as a mortal - a beautiful young maiden in a simple gown. Unlike the other Harbingers her guise also has an effect on her personality - she is restrained and almost benevolent in this form, an echo of her long-lost innocence. However, once provoked her hag's intellect reasserts itself and she offers the party either a choice: bargain with her, or face oblivion...

Symbol
Anne de Chantraine's symbol is a small bronze cauldron, which she gifts to a party that offers to serve her. A party that bears it may travel her Province safely without fear of wandering monsters. Additionally, the bearer of the cauldron gains the Brew Potion feat and once per day may create a potion as a spellcaster of their caster level, ignoring all other prerequisites and costs.

Province
http://i.imgur.com/dy8HYxv.jpg?1
Anne de Chantraine's Province is a vast, sulphurous swamp full of noxious mists. Golden lighting flashes amongst the perpetually thick storm clouds overhead, and the bog waters sprout the occasional withered tree or cluster of poisonous bioluminescent orange and black fungi.

Headstone
From the heart of the swamp rises Anne de Chantraine's mutant Punkin -a colossal jack-o'-lantern with multiple barred "eyes" for windows, an oaken "mouth" as a door, and a "chimney-stem" spewing supernatural storms up into the Province sky. A trail of pumpkins serves as stepping-stones through the swamp waters up to the Punkin's entrance.

Treasures
Anne de Chantraine gives magical items freely to parties that serve her, though she always tries to entice them into a black magic bargain first. Through her Wicked Witchcraft ability she can create almost any kind of magic item, tailored to whatever she thinks will best aid her minions. She of course also has a stock of pre-existing treasures, as described below. Caster level 17th for all effects.

Witch's Regalia: These three items (a hat, cloak, and broom) must all be carried at once by the same bearer to grant their benefits. The tall, pointed hat has a broad brim and serves as a headband of intellect +6. The tattered cloak acts as a cloak of resistance +5. The gnarled broom is both a +5 quarterstaff and a broom of flying that may be used to fly for any amount of time each day.

Potion Stock: These tall glass bottles and squat jars hold frogspawn, various ichors, masses of humanoid eyes, clusters of tentacles in brine, and various other unsightly ingredients. Any creature with access to the stock gains a +30 competence bonus on Craft (alchemy) checks and may spend 50% less gp when brewing potions. Through some mysterious process the potion stock is continually replenishing itself, and may be used indefinitely.

Candles of Summoning: These perpetually-lit candles will burn indefinitely without burning out. When arranged in a circle, they act as an inward-facing magic circle against evil complete with an inscribed dimensional anchor effect and may be used once per day to summon an evil outsider as if by greater planar binding.

Cauldron of Storms: This large iron cauldron sits on an eternal bonfire and is always full of a bubbling potion. It may be used to cast scrying at will, and to cast control weather once per day on the area being viewed.

Corrupting Grimoire: The leather-bound tome bears a golden star design on the front cover, but seeps human blood from one corner. It contains all spells on the sorcerer/wizard spell list, but any creature inscribing one of the spells to a different spellbook takes 1d4 points of constitution drain per spell. A creature who instead elects to prepare spells directly from the spellbook must make a Will save (DC 25) each day or have their alignment changed to evil.

Greater Crystal Ball: This shining crystal ball is clutched in the talons of a bejewelled golden disembodied arm sculpture that stands upright when placed on a flat surface. It allows the owner to use greater scrying, legend lore, contact other plane, and foresight each at will.

Random Encounters
Anne de Chantraine's Province is populated by hags, fey, evil nagas, and other spellcasting monsters, as well as the occasional plant creature.

rferries
2017-07-23, 03:08 AM
COUNTESS ELIZABETH BÁTHORY, THE VAMPIRE
http://i.imgur.com/Bmw6buV.jpg?1
She's the black widow of the Other Side, imprisoned for all eternity in her torture chambers in the towering Čachtice Castle for her murderous crimes - an iron maiden condemned to perish and love forever.

But Legends, like vampires, never die.

Casting a black shadow over her Province, Báthory is the most powerful of The Harbingers with all the allure of a Venus fly trap.

COUNTESS ELIZABETH BÁTHORY
MEDIUM UNDEAD ([Evil], [Extraplanar], [Harbinger])
HD 18d12+180 (297 HP)
Speed 40 ft. (8 squares), climb 40 ft., fly 60 ft. (average)
Init: +14
AC 40 (+10 Dex, +10 deflection, +10 natural); touch 30; flat-footed 30
BAB +18; Grp +28
Attack Claw +28 melee (1d6+10)
Full-Attack 2 claws +28 melee (1d6+10) and bite +25 melee (1d8+5)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood drain, children of the night, create spawn, dominating gaze, improved grab, spell-like abilities, unearthly grace
Special Qualities +4 turn resistance, alternate form, blindsense 40 ft., damage reduction 15/good and silver, darkvision 60 ft., eternal life, fast healing 10, gaseous form, harbinger traits, spell resistance 28, undead traits, vampire weaknesses
Saves Fort +21 Ref +31 Will +26
Abilities Str 30, Dex 30, Con -, Int 20, Wis 20, Cha 30
Skills Climb +18, Diplomacy +35, Hide +39, Intimidate +39, Knowledge (nobility and royalty) +26, Listen +36, Move Silently +39, Search +34, Sense Motive +34, Spot +36, Survival +5 (+7 tracks)
Feats Ability Focus (dominating gaze), AlertnessB, Combat ReflexesB, DodgeB, Flyby Attack, Great Fortitude, Hover, Improved Flyby Attack, Improved InitiativeB, Iron Will, Lightning ReflexesB, Wingover
Environment The Other Side
Organization Unique plus vampire troupe (1-2 plus 2-5 vampire spawn)
Challenge Rating 18
Treasure Triple standard
Alignment Neutral evil
Advancement -
Level Adjustment N/A

In life, Countess Elizabeth Báthory was renowned for her grace and beauty. In death, she is a hideous undead monstrosity-naked, hairless save for a few long brittle spines on her head, bat-eared, with membranous wings extending from her arms like a fleshy cloak. A ferocious external set of metal fangs (an imposed "gift" from the Gatekeeper) almost obscures her sole remaining hint of human beauty -her mouth... but even that conceals a pair of ivory vampire fangs.

Although she understands many languages, the Countess deigns only to speak Celestial and Elven (the languages of high courts) in her surprisingly melodious, lilting voice.

Combat
The Countess is rarely motivated to engage in combat, except when driven to do so on occasion by her vampiric bloodlust. She despairs of ever winning the Gatekeeper's game and knows that she is doomed to rise again even if slain; if her foes prove immune to her gaze she is as likely to regally withdraw from battle as to continue fighting.

The Countess's natural weapons, as well as any weapons she wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Alternate Form (Su)
The Countess can assume the shape of a bat, dire bat, wolf, dire wolf, bat swarm, or rat swarm as a standard action. While in her alternate form, the Countess loses her natural attacks and dominating gaze ability, but she gains the natural weapons and extraordinary special attacks of her new form (as well as the swarm attack and swarm traits, as appropriate). She can remain in that form until she assumes another or until the next sunrise.

Blindsense (Ex)
The Countess uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against her unless she can actually see them.

Blood Drain (Ex)
The Countess can suck blood from a living victim with her fangs by making a successful grapple check. Whenever she establishes a hold or deals automatic bite damage through the Improved Grab special attack she also drains blood, dealing 2d4 points of Constitution drain and 2d4 points of Strength drain each time. On each such successful attack, the Countess gains 10 temporary hit points.

Children of the Night (Su)
The Countess commands the lesser creatures of the world and once per day can call forth 3d6 rat swarms, 2d6 bat swarms, or a pack of 6d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve her for up to 1 hour.

Create Spawn (Su)
If the Countess drains a victim’s Constitution to 0 or lower, the victim returns after three nights as a vampire spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the Countess and remains enslaved until her permanent destruction. The Countess may control any number of vampires and vampire spawn in this way.

Dominating Gaze (Su)
As dominate monster, 30 feet, Will DC 31 negates. The save DC is Charisma-based.

Eternal Life (Su)
As a mortal the Countess was noted for her passion for life, and she retains that vivacity in undeath. Her base attack bonus is equal to her character level, she has good Fortitude and Reflex saves, and she adds her Charisma modifier as a bonus to her hit points per die.

Gaseous Form (Su)
As a standard action, the Countess can assume gaseous form at will as the spell (caster level 18th), but she can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. While in this form she retains her dominating gaze but she must use a standard action to affect a creature, and those merely looking at her are not affected.

Improved Grab (Ex)
To use this ability, the Countess must hit a Large or smaller opponent with her bite attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can drain blood.

Unearthly Grace (Su)
The Countess adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

Vampire Weaknesses (Ex)
The Countess has all the weaknesses of a standard vampire.

Spell-Like Abilities (Sp)
At will-darkness, dispel good, invisibility; 1/day-blasphemy, control weather. Caster level 18th. The save DCs are Charisma-based.

Skills
The Countess has a +8 racial bonus on Climb, Hide, Intimidate, Listen, Move Silently, Search, Sense Motive, and Spot checks. She can always choose to take 10 on a Climb check, even if rushed or threatened.

Harbinger Details
Countess Elizabeth Báthory is the most formidable and the most tragic of the Harbingers. Where the others revel in their immortal malevolence, she has long since lost enthusiasm for the Gatekeeper's twisted competition. Her vampirism occasionally drives her to hunt for prey in The Other Side, but apart from those infrequent excursions she remains in her castle in solitude. Encountering a party no longer gives her even a glimmer of hope at besting the Gatekeeper- she has seen many too many brave or ruthless adventurers die all too easily at his hands (or her own). Worst of all, she despises herself for the loss of her mortal beauty - after the countless atrocities she committed in life to retain her youth, to end up as a hideous thing cursed with eternal life is the worst punishment of all.

Guise
The Countess first appears as a magnificently beautiful noblewoman - with skin white as snow, hair black as ebony, and lips red as blood. Clad in a gown of shimmering white lace with a high-backed collar, she does everything in her power to remain calm and maintain the guise -offering the party food and lodging in her ominous castle and sometimes even great wealth so long as they remain and admire her. If the party rebuffs her hospitality and force her into a confrontation her beauty melts away and she almost-regretfully moves to attack.

Symbol
The Countess has a pet half-fiendish 12HD dire bat with a demonic face and crimson flesh. If she is moved to employ a party (which she very rarely bothers to do these days) she sends the bat with them as her emissary, and it wards off all wandering monsters in her Province. The bat forms a bond with a particular party member, granting that character a craving for blood (they gain the blood drain special attack of a vampire and the Improved Grapple and Improved Unarmed Strike feats).

Province
http://i.imgur.com/R8ylGxK.jpg?1
The Countess's Province is a desolate and mountainous region, containing great dark forests and many abandoned villages (a cruel reminder to Báthory of the peasants she once ruled over). Beautiful (but poisonous) purple roses grow from black thorny bushes throughout the land; they may be distilled to produce an equivalent poison to black lotus extract (http://www.d20srd.org/srd/specialAbilities.htm#poison).

Headstone
In the centre of the Province lies a great lake of blood, semi-obscured by mist, from which rises the twisted bat-winged minarets of Čachtice Castle. "Bloodfalls" cascade perpetually from the Castle ramparts into the lake, and spiralling swarms of bats constantly patrol the structure. Within it, the Countess is served by the few dominated creatures and enslaved vampires she has not devoured or slain in a fit of rage.

Treasures
Bathory was wealthy in life and remains so in death - more than one party of adventurers has lost their treasures as well as their lives to her allure. She is quick to reveal her riches to adventurers, doing anything she can to keep a pleasant mood and maintain her guise. The few individuals that impress her with their combat ability might earn one or two of the treasures to help them against her enemies, but this rarely happens these nights (as described above). Caster level 18th for all effects.

Vampiric Looking Glass: This mirror is framed by a golden replica of the Countess's true face above it, with a pair of batwings arching downwards on either side. It acts as both a mirror of life trapping and a mirror of mental prowess.

Ring of the Nosferatu: This golden ring is set with a large ruby, which may be unlocked to reveal a small reservoir of blood beneath the ruby. Once per day the wearer may use the ring to cast harm on a living creature, which replenishes the reservoir. An undead creature may unlock the ring and drink the blood to gain the benefit of a harm spell as a standard action, which depletes the reservoir.

Blood Bath: This ornate bathtub is forged of solid gold and stands on clawed feet. At the head of the tub is a bearded face with a spout set in the mouth, with candles set in a line above it. The tub's head may be loaded with blood drained from a living humanoid (e.g. via the cage of the iron maiden, below). An undead creature or evil outsider may then bathe in the tub (which disorges the victim's still-warm blood from the spout) to gain a +6 enhancement bonus to all ability scores for 24 hours. A living humanoid that bathes in the blood gains the same bonuses and also permanently loses any aging penalties to their physical ability scores, but must make a Fortitude save (DC 20) or transform into a vampire in three nights.

Cage of the Iron Maiden: Although this iron cage with inward-facing barbs looks different from Bathory's fabled Iron Maiden, it operates on the same principles. A willing (or helpless) living creature placed inside it takes 1d4 points of Constitution drain each minute until it dies or is released, as its blood is extracted and funneled into a basin set into the cage's base. Any creature inside the cage takes a -30 penalty on Bluff checks.

Carnelian Crab: This blood-red figurine of wondrous power is carved into the shape of a crab with four claws. Upon command it animates as a colossal monstrous scorpion for one hour, save that in place of a stinger it has two extra claw attacks.

Bathory's Maw: This set of vicious metal fangs has been bolted to the Countess's face by the Gatekeeper and cannot be removed until she has been permanently slain. It may be affixed to a character's face to grant them the blood drain special attack of a vampire, a +6 enhancement bonus to their Strength and Charisma scores, and immunity to aging penalties (apart from death from old age). Once worn the fangs cannot be removed without the aid of remove curse. A creature that dies while wearing the fangs rises as a vampire the next night.

Random Encounters
The Countess's Province is occupied by bats, rats, and wolves (normal, dire, and swarm versions), as well as various types of vampiric undead.

rferries
2017-07-23, 03:15 AM
THE SOUL RANGERS
http://i.imgur.com/qYSuwNJ.jpg?1
The scourge of the Provinces. The simple-minded Numb Skulls called Soul Rangers.

Untrustworthy, underhanded, undesirables. Everybody starts the game as a Ranger in a 'sprint' to become Harbingers. Those that fail fall by the wayside, left behind to prowl the Sewers - the Dark Side of the game board.

SOUL RANGER
MEDIUM UNDEAD ([Evil], [Extraplanar])
HD 10d12+10 (75 HP)
Speed 30 ft. (6 squares)
Init: +8
AC 20 (+4 Dex, +1 leather jacket (https://www.rpgcrossing.com/srd/Modern/armor.html#armor), +5 natural); touch 14; flat-footed 16
BAB +10; Grp +14
Attack Colt python (https://www.rpgcrossing.com/srd/Modern/weapons.html#rangedweapons) +16 ranged (2d6+2) or claw +14 melee (1d4+4) or knife (https://www.rpgcrossing.com/srd/Modern/weapons.html#meleeweapons) +14 melee (1d4+4/19-20)
Full-Attack Colt python +16/+11 ranged (2d6+2) or 2 claws +14 melee (1d4+4) or knife +14/+9 melee (1d4+4/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Devour soul, ghost touch, soul bind
Special Qualities +2 turn resistance, damage reduction 5/bludgeoning and good, darkvision 60 ft., escape sewers, immunity to cold, phantom steed, soul rangerdom, spell resistance 15, undead traits, undead thug, undead vigour
Saves Fort +6 Ref +10 Will +9
Abilities Str 18, Dex 18, Con -, Int 8, Wis 10, Cha 12
Skills Intimidate +14 Ride +17, Spot +13
Feats Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mounted Archery, Mounted Combat, Point Blank Shot, Ride-by Attack, Weapon Focus (colt python), Weapon Specialisation (colt python)
Environment The Other Side
Organization Solitary, gang (3-6), or outlaw club (10-100)
Challenge Rating 10
Treasure Standard
Alignment Always evil (any)
Advancement By character class
Level Adjustment N/A

Soul Rangers are the vicious outlaws of The Other Side, undead with unspeakable criminal pasts. Cowardly in small numbers, they band together for mutual protection to hunt other creatures for "soul food". They chafe at the Gatekeeper's Curfews and relish the times when he lets them loose on the surface to hunt and pillage as they please.

A Soul Ranger is a skeletal undead creature, with a wild mane of white hair and clad in the leather garb of a biker or cowboy. They ride spectral steeds into combat.

Soul Rangers speak Common and Undercommon, though they generally do so only to taunt weaker or outnumbered foes (or to beg for mercy from more powerful enemies when cornered).

Combat
Soul Rangers abhor a fair fight, favouring hit-and-run-tactics from the safety of their mounts. Some Soul Rangers wield spiked chains or clubs instead of knives; others invest in the Two-Weapon fighting feat chain to dual-wield guns. Unlike the Harbingers, a Soul Ranger never fights to the death as they know their demise is quite permanent.

A Soul Rangers's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Devour Soul (Su)
As a full-round action a Soul Ranger can devour the soul of an opponent it has trapped via its soul bind ability. Upon doing so the Soul Ranger is restored to full hit points and gains the benefits of the haste and greater heroism spells for the next 24 hours (even though it would normally be immune to morale effects). A creature whose soul has been devoured in this way may only be restored to life via miracle, true resurrection, or wish. When first encountered a Soul Ranger has a 50% chance of having a trapped soul on its person, though they are loathe to devour a soul prematurely and do so only as a last resort.

Escape Sewers (Su)
While there is no Curfew in effect, a Soul Ranger may teleport itself and up to three other creatures to a random surface Road in the same Province, as the spell (caster level 10th). They may teleport back to the Sewers in the same fashion, but no Soul Ranger is willing to waste precious Curfew-free time back in the depths except in dire circumstances (e.g. being offered tremendous compensation or being threatened with destruction).

Ghost Touch (Su)
A Soul Ranger's natural weapons, as well as any weapons it wields, gain the ghost touch special property. This ability also allows them to handle souls they have trapped via their soul bind ability.

Phantom Steed (Su)
As a full-round action a Soul Ranger may summon a phantom steed, as the spell (caster level 10th). If the steed is destroyed they may not summon another for 24 hours.

Soul Rangerdom (Ex)
A Soul Ranger (and its phantom steed) may travel the Ring Road freely. A Soul Ranger can be Banished by the Gatekeeper to a Black Hole, but may free itself as a standard action.

Undead Thug (Ex)
A Soul Ranger was usually a brute while alive. Its base attack bonus is equal to its character level, and it gains fighter bonus feats as a fighter of its level (and counts as a fighter of its character level when qualifying for feat prerequisites).

Undead Vigour (Su)
A Soul Ranger adds its Charisma modifier as a bonus to its Fortitude saves, Reflex saves, and hit points per die.

Soul Bind (Ex)
This ability functions as the soul bind spell (DC 20, caster level 10th). A Soul Ranger may trap the soul of any creature in this way (regardless of its Hit Dice); trapped souls are not imprisoned in gems but instead form into helpless, writhing, incorporeal, Tiny-sized masses of golden light with skeletal faces that the Soul Ranger places in its saddle bags to devour later. The save DC is Charisma-based and includes a +4 racial bonus.

Variant Soul Rangers
At the DM's discretion, Soul Rangers may be (even more) anachronistic motorbikers. These Soul Rangers summon Harley Davidsons (https://www.rpgcrossing.com/srd/Modern/vehicles.html#vehicles) instead of phantom steeds, have ranks in Drive (https://www.rpgcrossing.com/srd/Modern/skillsorder.html#drive)instead of Ride, and select the Drive-by Attack and Heroic Surge (https://www.rpgcrossing.com/srd/Modern/featorder.html) feats instead of Mounted Archery and Mounted Combat.

Soul Ranger Details
The Soul Rangers offer allegiance to no one, not even each other. In life they were despicable villains, but in death they arrive in The Other Side stripped of everything but their bones. The first act of a newly created Soul Ranger is to steal another creature's soul, (hence their name), but they are unable to attain full Harbinger status. Now they exist only to cause chaos and destruction across The Other Side at the Gatekeeper's whim. They are sometimes bribed or bullied by the Harbingers into serving as mercenaries, but their loyalty lasts only as long as the Harbinger's gold, soul offerings, or threats do.

Soul Rangers' one guaranteed weakness (apart from their cowardice and easily-predicted malevolence) is their lust for souls. They can be persuaded to perform tasks in exchange for souls harvested from The Other Side (the best souls are full of sins from their past lives); since the Rangers often scour the Sewers clean of souls an enterprising party can harvest them from the surface during a Curfew, to serve as bargaining chips for safe passage through the Sewers or temporary employment of the Rangers.

Keystones
Keystones grant Soul Rangers immunity to Curfews; their desire to acquire one cannot be overstated. To a Soul Ranger, a Keystone represents unlimited freedom and unlimited time spent hunting on the surface for souls. A wise party will conceal its Keystones from any Soul Rangers they encounter, lest the thugs immediately try to seize it without bargaining.

Soul Ranger Gangs
Although many Soul Rangers are aimless wanderers, each Province has a loosely-organised gang led by a specific leader [to follow in another post maybe but this thread has been a colossal effort and I'm burnt out!].

Numb Skulls
Soul Rangers keep pet "Numb Skulls" - mindless animated skulls that hop along the Roads and serve as entertainment (treat as Diminutive animated objects of the undead type) and that have the unique distinction of being immune to Gates and Black Holes. It is rumoured that Numb Skulls are the remnants (or progenitors) of Soul Rangers, and that there are some few Skulls called "Grunts" that acquire significant combat abilities and serve the gang leaders.

The Sewers
Each Province's Sewer is much the same - dark, dismal tunnels and vast unlit subterranean chambers where gray muck covers the ground and ghostly tufts of biolumiscent "grass" sprout here and there. The Sewers have a Ring Road identical to that of the surface; likewise the Central Hub is accessible from this Road. The Sewer Roads are as pristine underground as they are above, and their enchantments function just as strongly.

Random Encounters
Any random encounter in a Province's Sewer has a 50% chance of including Soul Rangers, a 40% chance of being a subterranean creature (typically oozes, monstrous vermin, and the like), and a 10% chance of being a standard random encounter for that Province.

Soul Rangers randomly encountered on the surface of a Province have only a 50% chance of respecting the symbol of that Province's Harbinger (assuming the party carries it). Soul Rangers randomly encountered in a Sewer never respect a Harbinger's symbol.

rferries
2017-08-06, 03:51 AM
Done! 20+ years coming, but at last it's done.