TEXT: TWO DOZEN DANGERS: HAUNTS
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  3.5 SYSTEM COMPATIBLE
  LPJ9547
  When a soul fouled by anger and fear leaves its 
  broken corpse, if it is strong enough, that soul may 
  return as a ghost, a wraith or some worse form of 
  undead. If it is strong enough…..
  Souls lacking the metaphysical vigor to retain their 
  own identity after death may also return… as some-
  thing else, something lesser, a ghostly presence that 
  blurs the line between a magical trap and a true 
  undead. This short supplement details 24 new haunts, 
  building on the new type of hazard introduced in the 
  Pathfinder Game Mastery Guide. 
   ARCANE RIFT (CR 8)  
  An arcane rift is not a true Haunt, in that no death 
  caused its existence. Rather, an arcane rift is a flaw 
  in the underlying structure of the universe, a place 
  where the laws of magic and causality twist and 
  die. Arcane rifts occur in places where great battles 
  occurred, where dozens of warrior-mages unleashed 
  their spells, where artifacts were forged, and where 
  gods incarnated. 
  Places near an arcane rift are marked by odd visual 
  distortions. The spectrum of light in this area seems 
  shifted towards the red end of the spectrum for 
  several meters around the actual site of the rift. Plants 
  grow larger and more fruitful here, but their taste and 
  smell are cloying and foul. Animals shun arcane rifts, 
  and humanoids walking through one notice the hairs 
  on the back of their arms rising and crackling with 
  static electricity. 
  XP 4,800 xp 
  Alignment and Area neutral (a spherical area 30 ft 
  in diameter) 
  HAUNT 
  Page
  Arcane Rift (CR 8)   
  1
  Baron Culver’s Balcony (CR 2)  
  2
  Bigot’s Spire (CR 10)  
  2
  Black Taskmaster (CR 2)  
  3
  Boartooth’s Righteous Rampage (CR 8)  
  3
  Butcher’s Hill (CR 5)  
  3
  Camel’s Graveyard (CR 8)  
  4
  Cast Upon the Rocks (CR 13)  
  4
  Devil’s Anvil (CR 7)  
  4
  Donovan’s Kiln (CR 6) 
  5
  Fatfinger’s Last Dance (CR 4) 
  6
  Gremlin’s Hovel (CR 4)  
  6
  HAUNT 
  Page
  Grigori Chair (CR 6)  
  6
  Guts’ Revenge (CR 1)  
  7
  Judge Wargrave’s Bench (CR 3) 
  7
  Laughter Freezes (CR 5)  
  7
  Mugglesant’s Endless Anger (CR 8)  
  8
  Old Jonas’ Critique (CR 2)  
  9
  Purple Pig Tavern (CR 8)  
  9
  Rapist’s Mile (CR 5)  
  9
  Scribe Du Rayneil’s Odd Bequest (CR 4)  
  10
   Stores of Goodwatch Keep (CR 3)  
  10
   Surbicah the Apostate’s Stone Pyre (CR 6)  
  10
  Thirsting Gorge (CR 7) 
  11
  
  TWO DOZEN DANGERS: HAUNTS 
  PAGE 2
  Caster Level
  Notice Perception DC 5 to notice the strange aura, reddish 
  tint in the air and other anomalies within 30 ft of the arcane 
  rift. 
  HP 16 
  Weaknesses This haunt does not recognize nor affect any 
  form of divine magic item. 
  Trigger Anytime any form of arcane magical item, 
  including single use items, is brought within 40 ft of the 
  rift. 
  Reset 1 week 
  Effect When the rift opens, crimson tint in the air becomes 
  even darker and more obvious, and a modified Mage’s 
  Disjunction effect occurs, permanently destroying all 
  arcane magic items within a 40 ft of the arcane rift unless 
  the affected items make a successful DC 23 WILL Save. 
  The Arcane Rift only has an 8% chance of successfully 
  affecting an arcane artifact. If any arcane artifact is brought 
  within range, the Arcane Rift will attempt a targeted 
  disjoining, which imposes a -6 penalty on the arcane arti-
  fact’s WILL Save, rather than targeting lesser items. 
  The arcane rift, unlike a true Mage’s Disjunction spell does 
  not affect divinely created magic items, nor do they trigger 
  the spell. 
  Destruction If the Arcane Rift successfully disjoins any 
  arcane magical artifact, it overloads and is destroyed. 
  BARON CULVER’S BALCONY (CR 2) 
  Baron Archimedes Culver was a pathetic and lonely man 
  towards the end of his long life. His vast fortune long since 
  squandered, his political capital equally reduced, Baron 
  Culver found himself banished from the royal court and the 
  intrigue he so loved. The old Baron died, halfway senile, in 
  a tattered silk bathrobe after falling from the balcony of his 
  equally ragged country home. 
  Today, Baron Culver’s lands lie mostly fallow, as the solic-
  itors struggle to untangle the old man’s will. The home he 
  died in was emptied by his heirs and shuttered, but occa-
  sionally a burglar makes the mistake of slipping inside. 
  Weakwilled tomb-raiders find themselves singing the 
  praises of the small mansion’s last master before leaping 
  from the same balcony where he died. 
  XP  600 xp 
  Alignment and Area lawful neutral (5 ft x 10 ft balcony)  
  Caster Level 2nd  
  Notice Perception DC 16 to hear the faint echoes of an 
  old human man ranting about being forgotten and left in 
  poverty. 
  HP 4
  Weaknesses None 
  Trigger Anyone entering the former Barron’s bedchamber 
  or its cursed balcony. 
  Reset 1 day 
  Effect  Anyone who triggers the Haunt must succeed at a 
  DC 11 WILL Save or be subject to charm person. Intially, 
  the effects of the charm person spell seem harmless: for 
  6d6 minutes, the victim wanders around the small mansion, 
  doing nothing but shouting Baron Culver’s praises at the 
  top of his lungs. Then the victim is compelled to climb up 
  to the Baron’s balcony and if they fail at a second DC 11 
  WILL Save, they are compelled to leap to the cobblestones 
  30 ft below (likely suffering 3d6 points of damage). 
  Destruction The old man’s spirit is fairly easy to appease. 
  To permanently end the haunt, all that’s necessary is that 
  someone visit the nearby tomb, staying for at least an hour, 
  and leaving behind some token sacrifice worth at least 50 
  GP. 
  BIGOT’S SPIRE (CR 10) 
  In life, the half-elven wizard Comas Delesas was defined 
  by his bigotry. The arrogant mage despised regular 
  humanity as barely civilized idiots, and openly called for 
  the extinction of what he called the underfolk: Dwarves, 
  Gnomes, Goblins and Kobolds among many other 
  burrowing species. His adventuring days long past, and his 
  fortune assured, Comas eventually murdered those who 
  helped him gain his wealth and retired to a library-tower 
  he built for himself on the edge of a major human freehold. 
  The local folk saw his servants occasionally, when they 
  went into town for provisions, but Comas himself refused 
  to associate with the common herd.
  When a blast of lightning as brilliant as the sun struck the 
  tower one rainy night, most of the townsfolk said good 
  riddance. The matter would of rested there, if not for the 
  fact something of Comas Delesas’ hatred remains, and 
  occasionally, the broken tower belches lethal black smoke. 
  Depending on the wind, this lethal mist might roll down 
  the blasted hillside and into the city Comas shunned, or it 
  may drift into the now shockingly depopulated and quiet 
  forest. 
  XP 9,600 xp 
  Alignment and Area lawful evil (the 60 ft x 60 ft top floor 
  of a ruined 3 story tower) 
  Caster Level 10th 
  Notice Perception DC 32 to notice a faint scent like 
  burning ink and almonds. 
  HP 20 
  Weaknesses None 
  Trigger Any time a dwarf, gnome, kobold, goblin or 
  other subterranean humanoid comes within 100 ft of the 
  collapsed tower. 
  Reset 1 day 
  
  TWO DOZEN DANGERS: HAUNTS 
  PAGE 3
  Effect Anytime the Haunt’s ire is raised, it generates a 
  smoky black cloudkill spell which drifts out of the tower’s 
  ruined alchemist’s laboratory in the direction of the 
  prevailing wind. The dread cloud may be resisted with a 
  DC 17 Fortitude Save. 
  Destruction Comas Delesas’ burnt and twisted body still 
  lies where it fell in the laboratory where he died. The 
  magical accident that killed him as prevented his carcass 
  from rotting, and it remains as it was on the night he died. 
  The Haunt’s power can only be broken if a member of a 
  race that Comas despised urinates on the charred corpse! 
  BLACK TASKMASTER (CR 2) 
  The Black Taskmaster is an old ironshod whip taken from 
  an infamous slaver and displayed in the library of the 
  Sandoval College of Necromancy. Senior students and 
  prefects alike know to avoid the display case bearing the 
  bloody old weapon, though a common hazing ritual forces 
  underclassmen to endure the frightful spirits surrounding 
  the whip. 
  XP 600 xp 
  Alignment and Area lawful evil (a 5 ft radius around the 
  display case housing the whip) 
  Caster Level 2nd 
  Notice Perception DC 14 to notice droplets of fresh blood 
  at the ends of the stored whip. 
  HP 4 hp 
  Weaknesses Characters may attempt a Stealth check, 
  opposed by the Haunt’s caster level check to sneak by 
  unmolested. 
  Trigger Anyone approaching within 5 ft of the display 
  case housing the Black Taskmaster. 
  Reset 1 day 
  Effect Anyone walking within the Haunt’s sphere of 
  influence is affected with a ray of exhaustion. Characters 
  who fail a DC 14 Fortitude Save become exhausted for 2 
  minutes. Those who successfully save become fatigued 
  instead; already fatigued creatures become exhausted 
  instead. Unlike normal fatigue or exhaustion, these effects 
  vanish after two minutes. 
  Destruction A freed or escaped slave must remove the 
  Black Taskmaster from its case and cut it to pieces with a 
  knife also owned by a former slave. 
  BOARTOOTH’S RIGHTEOUS RAMPAGE (CR 8) 
  When Brom Boartooth’s sons died of a disease that 10 gp 
  worth of medicine would of cured, he finally became the 
  monster that his fully human neighbors feared all his life. 
  Previously a simple rancher, the half-orc found depths of 
  hatred and violence in himself he never knew existed. He 
  slaughtered his home town’s hedge wizard and the alche-
  mist who refused to treat his sons, the town’s sheriff and 
  three of the settlement’s wealthiest merchants before an 
  angry mob finally ended his rampage. 
  That was a year and a day ago. Now, the townsfolk of 
  Boartooth’s small farming community are plagued with 
  hideous visions. Before the horrified eyes of their friends 
  and family, the afflicted become the species they once 
  shunned. Half Orcs that were once humans hide within 
  their homes, wrapped in shawls and blankets to cover their 
  shame, and Boartooth’s community has become, literally, a 
  ghost town…. 
  XP 4,800 xp 
  Alignment and Area chaotic neutral (a 40 ft x 10 ft alley 
  behind the town’s general store) 
  Caster Level 8th 
  Notice Perception DC 16 to notice a faint sound like chil-
  dren coughing. 
  HP 16 
  Weaknesses This slow Haunt acts on initiative count 0. 
  Trigger Any humanoid walks over the alleyway behind the 
  town’s general store where Brom Boartooth made his final 
  stand. 
  Reset 1 hour 
  Effect Any humanoid entering the alley is afflicted by a 
  Polymorph Any Object spell which transforms the creature 
  into an average Half Orc of the same gender. Unwilling 
  creatures may resist the transformation with a DC 22 
  Fortitude Save. 
  Destruction Brom’s mutilated body must be dug out of the 
  midden pit it was thrown into after his rampage and buried 
  with his children at his homestead. 
  BUTCHER’S HILL (CR 5) 
  The Butcher’s Hill had another name before the war 
  between two neighboring fiefdoms ended there. By the 
  time the day long battle was over, more than 3,000 men 
  and women lie dead atop the hill, and the ground was liter-
  ally stained red with their blood. Even though priests from 
  a dozen temples sanctified the ground, that much anger and 
  pain never truly goes away. 
  Butcher’s Hill has become a memorial, but no one visits. 
  The stories of the horrible, often fatal injuries inflicted 
  upon the unwary by the Hill’s angry ghosts are well 
  known. Veterans of the last war, unable to cope with their 
  trauma often return to Butcher’s Hill to commit suicide, 
  letting the angry spirits of their former comrades in arms 
  tear them apart. 
  XP 1,600 xp 
  Alignment and Area chaotic evil (the 25 ft summit of 
  Butcher’s Hill) 
  
  TWO DOZEN DANGERS: HAUNTS 
  PAGE 4
  Caster Level 5th 
  Notice Perception DC 10 to notice the ghostly sounds of 
  fighting surrounding the Hill, or to notice phantom blood 
  stains appearing on the clothing and weapons of visitors. 
  HP 10 hp 
  Weaknesses None 
  Trigger Anyone carrying any sort of weapon, even a 
  dagger or carpenter’s hammer, setting foot on the hillside. 
  Reset 1 hour 
  Effect Anyone standing anywhere on the hill top when the 
  Haunt is angered suffers 2d8 + points of damage (WILL 
  DC 19 half). The Butcher’s Hill can simultaneously wound 
  up to five creatures, if there are more targets than it can 
  afflict, it will first attempt to slaughter those characters 
  with the highest Base Attack Bonus before ending the lives 
  of noncombatants. 
  Destruction A blood member of the ruling family of either 
  of the two nations involved in the war must be murdered 
  atop the hill top to appease the spirits of those who fought 
  and died there.  
  CAMEL’S GRAVEYARD (CR 8) 
  There is a point of no return in the Gronnel Desert, a place 
  almost exactly between two oasis cities, where supplies are 
  far more than half exhausted, and the only way to survive 
  is to press forward. Over the years, hundreds of caravans 
  have ended some where near this mythical point of no 
  return, and the bleached and sandblasted bones of hundreds 
  of camels are half buried by the dunes. Animals fear and 
  hate this place, and often turn on their masters, leading to 
  their death and the deaths of the men who depended on 
  them for survival. 
  XP 4,800 xp 
  Alignment and Area chaotic evil (an unremarkable 30 ft 
  x 10 ft patch of desert) 
  Caster Level 8th 
  Notice Perception DC 32 to notice camel bones and saddle 
  tack half buried beneath the shifting sands. 
  HP 16 hp 
  Weaknesses None. 
  Trigger Any animal walking within 30 ft of the region. 
  Reset 1 hour 
  Effect Any ordinary animal passing within 30 ft of the 
  Camel’s Graveyard become panicked. They will turn on 
  handlers and riders, bucking off riders, snapping reigns 
  and throwing off cargo bundles if possible. The maddened 
  animals will attempt to kill or knock out their masters 
  before running off into the desert to die. Animals afflicted 
  remain maddened for 8 rounds, and may resist the effect 
  with a DC 14 WILL Save. 
  Destruction At least 20 gallons of water must be poured 
  over the skulls of one of the long dead camels to appease 
  its panicked spirit. 
  CAST UPON THE ROCKS (CR 13) 
  The merchant galleon Escarda Din went down in a sudden 
  squall and its sunken frame now rests on an undersea 
  plateau. So clear is the water that the wreck can almost be 
  seen through three hundred feet of warm water Though 
  the Escarda Din went down in a common shipping lane, 
  no brave soul has attempted to salvage the wreck, and 
  common sailors avoid its last known position. The ocean 
  near the wreck site has ‘gone bad’ and regularly kills 
  sailors with impossible weather. 
  XP 25,600 xp 
  Alignment and Area chaotic evil (a 65 ft square of ocean 
  above the sunken ship) 
  Caster Level 13th 
  Notice Knowledge (nature) DC 28 to notice the signs of 
  a sudden storm (odd colored skies, a strange smell in the 
  air, increased static electricity) that are present only on this 
  patch of ocean. 
  HP 26 hp 
  Weaknesses None 
  Trigger Any vessel passing over the sunken wreckage of 
  the ship. 
  Reset 1 hour 
  Effect Any vessel unfortunate enough to be passing over 
  the is hammered viciously by a storm of vengeance. The 
  concentration check to cast a spell within the storm of 
  vengeance is DC 25 + the spell’s level. 
  Destruction A humanoid sailor must be bound, strangled 
  and his corpse must be tossed overboard to rest within the 
  wreck of the Escarda Din.
  DEVIL’S ANVIL (CR 7) 
  This black iron anvil sits in a back corner of the ruined 
  remnants of a smithy, half buried in rubble. According 
  to local legend, the blacksmith, a fat and ignorant man 
  named Hodge hammered swords for pit-fiends on his 
  anvil. Eventually, doing hell’s work caught up with him, 
  and Hodge and his three idiot sons died in an unexplain-
  able blaze. Whatever the truth of Hodge’s life, in death 
  his small shop has been uniformly shunned. People vanish 
  there, and screams have been heard at night from some-
  where within the ruins. 
  XP 3,200 xp 
  Alignment and Area lawful evil (5 ft square anvil in an 
  abandoned smithy) 
  Caster Level 7th 
  
  TWO DOZEN DANGERS: HAUNTS 
  PAGE 5
  Notice Perception DC 24 to notice Infernal runes inscribed 
  on the Anvil. 
  HP 14
  Weaknesses None 
  Trigger Any living creature touching the Anvil. 
  Reset 1 day
  Effect Anyone stupid enough to touch the Devil’s Anvil 
  is subject to a Destruction spell. The victim is slain and 
  rendered down into ash unless he or she makes a DC 20 
  Fortitude Save. Even those making their save suffer 10d6 
  points of damage. The only way to restore life to a char-
  acter who has failed to save against this spell is to use true 
  resurrection, a carefully worded wish spell followed by 
  resurrection or miracle. 
  Destruction Either the heart, liver or the sexual organs of 
  any Devil must be burnt on the Anvil and the ashes must 
  be splashed with a vial of holy water. 
  DONOVAN’S KILN (CR 6)
  Ten years ago, this ruin was a busy potter’s shop. In better 
  days, Bria Donovan was a fat and cheerful woman who, 
  with her two nephews, ran a profitable business out of 
  a small, neat cottage at the edge of town. The center of 
  Bria’s business was the enormous wood burning kiln that 
  took up most of the cottage, and which she kept stoked day 
  and night. She died along with her youngest nephew Micah 
  when the kiln exploded. 
  Bria’s surviving nephew rushed to help, but was badly 
  scarred by the blaze. Not wanting anything to do with his 
  ruined inheritance, Andrew Donovan let the ground lie 
  fallow. Over time his aunt’s pottery shop fell into memory 
  and than into local legend, while Andrew grew into the 
  town’s premier drunkard. The matter would of rested there, 
  if not for the fact that on days when the temperature rises, 
  during the worst part of summer, the kiln burns again with 
  ghostly white fires. 
  XP 2,400 xp 
  Alignment and Area chaotic neutral (20 ft x 20 ft work-
  room behind a ruined home) 
  Caster Level 6th 
  Notice Perception DC 28 to notice the faint rise in temper-
  ature and the sounds of popping and cracking clay. 
  HP 12
  Weaknesses None 
  Trigger Anytime the temperature inside the ruined work-
  shop rises above 90 degrees F. 
  Reset 1 day 
  
  TWO DOZEN DANGERS: HAUNTS 
  PAGE 6
  Effect The spirit of Donovan’s Kiln has no interest in 
  killing, just relishes flame. Anytime the temperature inside 
  the kiln rises past 90 F, the workshop explodes into a fire-
  ball which inflicts 6d6 points of fire damage (Reflex DC 
  14 half). 
  Destruction The misfortune of the kiln can only be ended 
  if Andrew takes ownership of the ruin and begins to restore 
  it. His own scars must first be healed with restoration or 
  greater magic. 
  FATFINGER’S LAST DANCE (CR 4)
  Terkin Fatfinger, brigand, rapist, counterfitter and cattle 
  rustler, was the last thief to hang justly on the old oak 
  gallows outside Fort Nails. When asked for last words, the 
  bastard laid down curses so vile, so profane and so tarrying 
  the garrison’s master at arms didn’t wait for him to finish, 
  just kicked the stool out from under him. Three days later 
  the master-at-arms was dead of a broken neck after falling 
  from his horse. Three days after that, his grieving wife 
  slipped in the privy and cracked her skull open. A few 
  weeks later, the judge who sentenced Fatfinger jerked his 
  hand while shaving and sliced open his jugular. 
  After that, the law of Fort Nails gave up on hanging folks, 
  and sends their criminals to their graves with a heavy battle 
  axe and a block of wood. The disused gallows still stands, 
  mostly because nobody is brave enough to break it down 
  or burn it, but the locals shun it. 
  XP 1,200 xp 
  Alignment and Area chaotic evil (10 ft x 10 ft raised 
  gallows platform) 
  Caster Level 4th 
  Notice Perception DC 18 notice that the shadow of a 
  noosed and kicking man is cast from the empty gibbet. 
  HP 8 hp  
  Weaknesses The Haunt does not activate when any chaotic 
  character steps onto the platform, though it will still afflict 
  them if they remain on the platform when the Haunt 
  awakens.  
  Trigger When any character mounts the 13 steps and 
  stands atop the gallows platform. 
  Reset 1 minute 
  Effect Anyone standing atop the gallows platform may 
  be cursed by the haunt. Those cursed by the Haunt 
  become dangerously clumsy, assuring their deaths would 
  be comical to Fatfinger’s angry ghost. Anytime a char-
  acter cursed by the gallows either fails a skill check by 
  10 or more points, or rolls a natural 1 on any skill check, 
  somehow that character manages to bungle so badly he 
  suffers 2d6 points of damage. A DC 14 WILL Save negates 
  this curse. 
  Destruction Fatfinger’s dying boast that he was the worst 
  criminal the world’s ever seen must be disproved and law 
  must be restored to Fort Nails before the Haunt will disap-
  pear. At least seven Rogues of 5th or higher level must be 
  executed on the gallows by hanging within a one year span 
  to exorcise the haunt. 
  GREMLIN’S HOVEL (CR 4) 
  The dilapidated little house lies at the end of the stinking 
  tannery district, and has stood uninhibited for as long as 
  anyone can remember. Even the city’s homeless and goblin 
  population shuns the ruined two room home, and even 
  the city’s wild dogs and birds stay clear. The wrecked and 
  mold-covered home is falling apart, and no one is sure how 
  it still remains standing. Those brave souls who ventured 
  inside tell bar-tales about little bolts of color, like phantom 
  wasps, that ripped through the crumbling plaster and 
  mosaics to sting them. 
  XP 1,200 xp 
  Alignment and Area chaotic neutral (a 10 ft x 10 ft room 
  in a ruined house) 
  Caster Level 4th  
  Notice Perception DC 18 to notice a faint humming in the 
  walls, like a wasp or bee hive. 
  HP 8 hp 
  Weaknesses None 
  Trigger Anyone stepping into the rear room of the house. 
  Reset 1 minute 
  Effect The first person stepping into the rear room of 
  the hovel is struck with two magic missiles which inflict 
  1d4+1 points of force damage. If multiple targets are still 
  in the room when the Haunt resets, it spreads damage 
  evenly among them. 
  Destruction The structure must be completely burnt to the 
  ground, and a vial of holy water sprinkled over the founda-
  tion stones. 
  GRIGORI CHAIR (CR 6) 
  The Grigori Chair is a massive oak throne once used by 
  the nation’s royalty. The entirety of the chair was origi-
  nally carved with scenes from a great battle- heroic knights 
  battling back barbaric foreign armies. When the last 
  rightful scion of the bloodline was murdered- on the chair 
  itself- the crimson oak cracked and blackened. The heroic 
  carvings became something horrible. The chair was locked 
  away in a forgotten storeroom, and even after the dynasty 
  was restored, the original throne was forgotten and left to 
  darkness. 
  XP 2,400 xp 
  Alignment and Area neutral evil (the 30 ft chamber 
  holding the Chair and assorted other junk) 
  
  TWO DOZEN DANGERS: HAUNTS 
  PAGE 7
  Caster Level 6th 
  Notice Perception DC 24 to notice the carvings on the 
  Chair are alive and slowly change. 
  HP 12 hp 
  Weaknesses None.
  Trigger Anyone entering the storage room containing the 
  Grigori Chair.
  Reset 1 day 
  Effect Anyone entering the storage chamber containing 
  the Grigori Chair and assorted other forgotten treasures is 
  afflicted by the enervation spell and suffers 1d4 temporary 
  negative levels, which it regains 6 hours later, assuming it 
  survives. 
  Destruction The Grigori Chair can only be permanently 
  destroyed by burning, but only if a descendant of the 
  rightful royal family wields the torch. Otherwise, the chair 
  reforms in a day. 
  GUTS’ REVENGE (CR 1) 
  When the ancient slime the tavern-folk called simply 
  “Guts” was finally ended  a fragment of the ooze’s simple 
  hunger-based consciousness survived extermination. Guts’ 
  ghostly presence still lingers along the treacherous and 
  rocky shoreline where its vast amoeboid bulk eventually 
  washed up. The presence of this strange and pungent haunt 
  has made these rocks an attractive hunting spot for more 
  sure-footed predators. They come to feed on the fishermen 
  and rookie adventurers drawn to the haunted shore. 
  Gut’s Revenge is a blackened stretch of beach where waves 
  crash endlessly against a rocky shore. The air is constantly 
  foul, like a whale beached nearby but somehow worse. 
  Birds  and crabs avoid the haunt, but more dangerous pred-
  ators occasionally stumble into the haunt. 
  XP 400 xp 
  Alignment and Area neutral (10 ft stretch of rocky coast-
  line) 
  Caster Level 1st 
  Notice Perception DC 10 to notice the fishy stench
  HP 2 HP 
  Weaknesses Fire inflicts full damage upon the haunt. 
  Trigger Any living creature comes within 25 ft of the 
  haunt. 
  Reset 1 hour 
  Effect With a sickening ‘squish’ and an even more nause-
  ating ‘splort’ sound, the rocky ground is covered in a 
  thick layer of grease, identical to the spell as cast by a 1st 
  level wizard. All non magical weapons and held items are 
  coated with a similar layer of grease, making them virtu-
  ally impossible to hold onto for long. Characters moving 
  through the grease must attempt a DC 10 Acrobatics check 
  to move at greater than half speed. Characters who fail this 
  check cannot move and must succeed at a DC 11 Reflex 
  Save to remain upright. The save to hold onto a greased 
  object is identical.
  Destruction The haunt must be sterilized with at least 8 
  vials of acid or alchemist’s fire poured over the area in 
  order to finally lay the dimwitted ghost of Guts to rest. 
   JUDGE WARGRAVE’S BENCH (CR 3)
  Judge Agar Wargrave was a peevish old man, but had an 
  uncanny knack for ferreting out the truth about defendants 
  brought before him. He died of a stroke before passing 
  sentence in the case of a man who murdered his family, 
  and by virtue of a legal oversight the  murderer went free. 
  Now, the old judge haunts the courtroom he once ruled, a 
  shadowy figure in robes and wig, and forces all who see 
  the haunt to speak nothing but the truth. 
  XP 800 xp 
  Alignment and Area lawful good (the three squares imme-
  diately before the judge’s bench) 
  Caster Level 3rd 
  Notice Perception DC 12 to catch a glimpse of the 
  shadowy ghost of Judge Wargrave out of the corner of your 
  eye. 
  HP 6 hp 
  Weaknesses None 
  Trigger Any sentient creature standing before the judge’s 
  bench. 
  Reset 1 minute 
  Effect Anyone standing before Judge Wargrave’s old bench 
  is affected as if by the zone of truth spell. It requires a DC 
  14 WILL Save to resist the effect. 
  Destruction The murderer that Wargrave never had to 
  sentence must be brought before the bench and garroted to 
  death to appease Wargrave’s spirit. The townsfolk know 
  this, and the task is well within their capabilities, but 
  refuse to. Having a haunted judge’s bench that compels the 
  accused to speak the truth is considered more beneficial to 
  the town than bringing one idiot murderer to justice. 
  LAUGHTER FREEZES (CR 5) 
  Nestled against the side of a forested mountain, the noble 
  estate “Laughter and Gold” has been a hunting lodge of 
  excellent reputation for generations. Owned by one of the 
  kingdom’s most prominent families, the 23 room mansion 
  is best known for its massive grand ball room, where the 
  trophies of a hundred hunts or more are proudly displayed. 
  The heads of great beasts, taxidermies recreation of 
  impossible monsters and the captured arms of noble-born 
  humanoid foes line the walls, and are lit by a chandelier 
  made from the bones of a juvenile green dragon. 
  
  TWO DOZEN DANGERS: HAUNTS 
  PAGE 8
  The newest trophy to be displayed though, is one the 
  owners of the house wish would simply go away. On an 
  expedition to the far north, one of the lodges’ greatest 
  hunters brought back the dorsal ganglia of a polar worm. 
  Since the dramatic trophy was hung on one wall, the 
  temperature within Laughter and Gold has dropped by a 
  few degrees each night. Already bitterly cold, occasionally 
  the ballroom is sheathed in a carapace of killing ice, and 
  the roaring of the great northern worms can be heard. 
  XP 1,600 xp 
  Alignment and Area chaotic evil (the central section of 
  the mansion’s grand ballroom) 
  Caster Level 6th 
  Notice DC 10 to notice the bitter chill and ghostly roars.
  HP 12
  Weaknesses A character protected by Resist Energy (Cold) 
  is invisible to the Haunt, as if Hide from Undead had been 
  cast on the character.  
  Trigger Anyone entering the grand ball room
  Reset 1 day 
  Effect Anytime any living creature enters the grand ball-
  room and stands beneath the ganglia of the polar worm, 
  which has been spread out across one wall like a neuro-
  logical tapestry, the Haunt generates a Freezing Sphere in 
  the exact center of the room. This sphere fills a 50 ft radius 
  burst, inflicting 6d6 points of cold damage (Reflex DC 19 
  half). 
  Destruction The neural ganglia must be destroyed 
  completely by burning. The ganglia has 10 HP and hard-
  ness 2, and suffers double damage from fire. If the ganglia 
  is destroyed by other means, it reforms in a single day. 
  MUGGLESANT’S ENDLESS ANGER (CR 8) 
  The goblin Mugglesant was a good thief but eventually her 
  luck caught up with her. While burgling a mansion in the 
  city of Ulstar, a spiderbite ended the tiny thief’s life. She 
  choked to death in the space between the house’s walls, 
  and all the inhabitants knew was that some vermin died 
  in the walls. They hired a local hedge wizard to purify the 
  air with a few cantrips, and forgot about the whole matter. 
  That indignity, more than her accidental death enraged 
  Mugglesant’s spirit. Now, the house is plagued with 
  gigantic spiders that seemingly come from out of nowhere.
  XP 4,800 xp 
  Alignment and Area lawful evil (a 10 ft x 50 ft long 
  hallway on the second floor) 
  Caster Level 8th 
  Notice Perception DC 30 to notice a faint odor of rot. 
  HP 36 hp 
  Weaknesses Characters may attempt a Stealth check, 
  opposed by the Haunt’s caster level check to sneak by 
  unmolested. 
  Trigger Anyone walking down the hallway concealing 
  Mugglesant’s corpse. 
  Reset 1 day 
  
  TWO DOZEN DANGERS: HAUNTS 
  PAGE 9
  Effect This Haunt produces a pair of giant spiders when 
  anyone walks down the cursed hallway. These spiders 
  attack any humanoids in the home, than any animals or 
  smaller creatures, and eventually begin gnawing at the 
  furniture if there are no living things left to kill. 
  This persistent Haunt continues to direct the spiders to 
  attach any humanoids within the house until its minute 
  duration expires. 
  Destruction Mugglesant’s mission must be completed; the 
  rich trove of jewels (worth more than 1,000 gp) kept in a 
  safe in the master bedroom must be plundered. The spirit 
  of the dead thief vanishes with a high pitched laugh. 
  OLD JONAS’ CRITIQUE (CR 2) 
  Old Jonas the woodcarver had a reputation as one of the 
  finest craftsmen in his small village. He made tools, toys 
  for the settlement’s wealthiest children, shelves, fence posts 
  and a dozen other useful things and earned a tidy living. 
  After his death, Jonas’ nephew took over the business, but 
  his lack of skill angered the ghostly carpenter. Now, the 
  haunt of Old Jonas has its fun by twisting his successor’s 
  work into uselessness and playing other ghostly pranks. 
  XP 600 xp 
  Alignment and Area chaotic neutral (a 20 ft square work-
  room) 
  Caster Level 2nd 
  Notice Perception DC 15 to notice that small wooden 
  objects, such as wood shavings, arrows, and the like seem 
  to move of their own accord near the Haunt. 
  HP 4 hp 
  Weaknesses Any character with at least 5 ranks in 
  Professon (carpenter or woodworker) will not be affected 
  by the Haunt, nor will any objects he or she carries. 
  Trigger Anyone opening the door to the workshop. 
  Reset 1 hour 
  Effect Anyone entering the workshop through the (stuck) 
  wooden door triggers the Haunt, causing a Warp Wood 
  effect with a 20 ft radius centered on the nearby worktable 
  to erupt. The table, ordinary tools and structural features 
  of the workroom are now cataclysmically warped. Wooden 
  objects carried by the character may negate the effect with 
  a DC 12 WILL Save. Magical wood is not affected. 
  Destruction Jonas nephew must create a masterwork 
  quality wooden item in the cursed workshop, though he 
  may have the help of others to do so. If he creates this 
  masterwork item, the ghostly pranks stops, as Jonas is 
  assured of his successor’s competence. 
  PURPLE PIG TAVERN (CR 8) 
  The Purple Pig used to be a decent tavern, until a payment 
  dispute between the barkeep and a wandering gnome trou-
  badour ended in the little minstrel’s murder. The barkeep 
  stuffed the gnome and his rat of a familiar feet first into 
  a keg of rot gut and rolled it down into the cellar. The 
  barkeep thought that solved the problem, but in the last few 
  weeks, horrors have killed three of his patrons, and driven 
  most of the other drunks off. 
  XP 4,800 xp 
  Alignment and Area chaotic neutral (a 40 ft x 10 ft wine 
  cellar and basement beneath the bar) 
  Caster Level 8th 
  Notice Perception DC 16 to notice an old gnomish drinkin’ 
  song coming from within one of the beer kegs in the cellar
  HP 36 hp 
  Weaknesses A character with the bardic music ability can 
  attempt a Perform check to exorcise the Haunt as a full 
  round action. For every point the bard’s Perform check 
  result exceeds 25, he inflicts 1 point of damage upon the 
  Haunt. 
  Trigger Anyone in the cellar or the tavern above speaking 
  in Gnomish or singing any Gnomish song.
  Reset 1 hour 
  Effect When the haunt triggers, all creatures within the 
  area turn on their allies rather than the real threats. Each 
  creature who fails his or her DC 17 WILL Save has a 50% 
  chance to attack the nearest target each round. A crea-
  ture that does not attack the nearest neighbor is free to 
  act normally for the round. Creatures forced by a song of 
  discord to attack their follows employ all methods at their 
  disposal, choosing their deadliest spells and most advanta-
  geous combat tactics. They do not, however, harm targets 
  that have fallen unconscious. 
  This haunt is persistent, and continues to plague the living 
  until all targets are unconscious, have fled the area or until 
  8 rounds elapse. 
  Destruction To permanently exorcise this Haunt, the 
  tavern’s owner must be brought to justice and the body of 
  the murdered gnome musician and his familiar must be 
  buried or cremated respectfully. 
  RAPIST’S MILE (CR 5) 
  This stretch of forest marks the place where a gang of brig-
  ands brought down a peasant girl, violated and eventually 
  killed her. The girl’s bones still lie half buried under the 
  leaf mould beneath one of the towering pine. Her angry 
  spirit, coupled with the psychic echoes of her murderers’ 
  lust have cursed this place: those venturing through this 
  stretch of forest become as slow and exhausted as she was 
  when the thugs finally ran her to ground. 
  XP 1,600 xp 
  Alignment and Area chaotic evil (a 25 ft patch of woods) 
  Caster Level 5th 
  
  TWO DOZEN DANGERS: HAUNTS 
  PAGE 10
  Notice Perception DC 28 to notice the sounds of a struggle 
  and a female voice pleading and sobbing.
  HP 10 hp 
  Weaknesses Characters may attempt a Stealth check, 
  opposed by the Haunt’s caster level check to sneak by 
  unmolested. 
  Trigger Any female humanoid comes within 25 ft of the 
  haunt. 
  Reset 1 hour 
  Effect Any creature caught within 25 ft of the Haunt when 
  it triggers its curse is slowed for rounds (WILL DC 14 
  negates). All female characters suffer a -2 penalty on their 
  WILL Save to resist the slow effect.  
  Destruction The girl’s body must be found and returned to 
  her family in a nearby village for proper burial. 
  SCRIBE DU RAYNEIL’S ODD BEQUEST (CR 4) 
  The scribe Claudette Du Rayneil died in the library she 
  had tended her entire adult life. Her death wasn’t murder 
  or tragedy; she was simply found one early morning fallen 
  amid the stacks, her 90 year old heart having finally given 
  out. She was buried with minor honors, her private collec-
  tion of more than 30 texts donated to the library she so 
  loved and life went on. And a few months after her death, 
  strange things began happening in the library. Quiet little 
  curses that smelled like old dust would freeze patrons as 
  they browsed and scribes as they worked. 
  XP 1,200 xp 
  Alignment and Area lawful neutral (any where within a 
  large library) 
  Caster Level 4th 
  Notice Perception DC 32 to notice a sound like a snake 
  sliding over old papers. 
  HP 8 hp 
  Weaknesses This slow Haunt acts on initiative count 0. 
  Trigger The Haunt preys on the learned, and triggers 
  anytime anyone with an INT score of 13+ enters the library 
  and browses any book. 
  Reset 1 day 
  Effect Anytime the haunt is triggered, a sepia snake sigil 
  instantly and almost silently inscribes itself in whatever 
  book the character who triggered the Haunt is currently 
  holding or reading. If the book is merely unopened, the 
  snake sigil appears 2d6 pages into the text, and if the 
  patron is currently reading a book, the snake sigil appears 
  1d6 pages after the current page. Once the snake sigil is 
  inscribed, it remains in place for a day, or until anyone, 
  not just the triggering character, reads the trapped passage. 
  Those who fail a DC 14 Reflex Save against the sepia 
  snake sigil are held in a kind of suspended animation for 
  1d4+1 days, as per the spell. 
  Destruction The library’s odd curse can only be lifted 
  permanently by a single character or group donating at 
  least 500 gp worth of texts to the library. 
  STORES OF GOODWATCH KEEP (CR 3) 
  Three summers ago, earthquake transformed a limestone 
  quarry into tomb for a dozen human and Dwarven miners. 
  Since then the mine has been reopened, the dead recovered 
  and buried, and life in the mining town nearby slowly and 
  painfully returned to normal. Limestone harvested from the 
  quarry has been shipped across the realms to make mortar, 
  but structures built mortar from the Winter Fall Mine have 
  been plagued by bad luck. The mine’s current genera-
  tion of workers hear the tales from travelers, and among 
  themselves, whisper that the unquiet ghosts of their former 
  colleagues are having their revenge. 
  No structure built by from the cursed mortar has suffered 
  worse luck than the remote Goodwatch Keep. The small 
  fortress has an ill air, and twice now, servants have disap-
  peared, only to be found suffocated or starved behind walls 
  that should not of been there. The folk of the Keep never 
  go anywhere alone any more, and most flee if their duties 
  will allow it. And the provisions store beneath the keep is 
  shunned by all….
  XP 800 xp 
  Alignment and Area chaotic evil (a 15 ft x 5 ft stretch of 
  basement within Goodwatch Keep) 
  Caster Level 3rd 
  Notice Perception DC 22 to notice the echoes of old 
  Dwarven work songs and striking hammers, followed by 
  the creak of overstressed stone. 
  HP 6 hp 
  Weaknesses This slow Haunt acts on initiative count 0. 
  Trigger Any living thing enters a specific hallway in the 
  keep’s basement. 
  Reset 1day 
  Effect The Haunt uses a wall of stone spell capable of 
  creating up three 5 ft square walls, or up to six 10 ft square 
  walls of half thickness. The Haunt will begin forming the 
  walls around the greatest concentration of living beings, 
  attempting to trap as many as possible against an existing 
  wall. The Haunts intent is to trap its prey and watch it die 
  slowly of thirst or starvation. Characters in danger of being 
  trapped by a forming wall may attempt a DC 14 Reflex 
  Save to avoid becoming trapped. 
  Destruction A blood relative of one of the slain miners 
  must journey to Goodwatch Keep and willingly slice 
  their hand or arm, suffering 1 HP worth of damage, and 
  smearing their blood on the provision stores’ walls. 
  
  TWO DOZEN DANGERS: HAUNTS 
  PAGE 11
  SURBICAH THE APOSTATE’S STONE PYRE (CR 6) 
  Long ago, the druidess Surbicah renowned her faith and 
  accepted the teachings of a passing cleric, even allowing 
  some of her circle’s most sacred mysteries to be transcribed 
  into the common tongue. The druid grove she betrayed 
  took its vengeance on Surbicah, lashing her between the 
  stones of their great stone menwhir, where she was cruelly 
  tortured for a day and a night before a bolt of lightning 
  ended her misery. 
  The haunt centers on the long disused ceremonial circle of 
  an extinct druidic order. Massive stones three times the size 
  of a tall man loom over a bare patch of blackened earth. 
  Some of the stones lean drunkenly against one another, and 
  a few other stones have been cracked in half like broken 
  teeth. All of the stones, whether cracked or whole are 
  etched with spirals and triangles, and these holy sigils are 
  painted in faded blood. The blackened remains of sturdy 
  hemp ropes dangle from a pair of stones near the northern 
  heel stone. 
  XP 2,400 xp 
  Alignment and Area neutral evil (circle of stones 30 ft in 
  diameter) 
  Caster Level 6th 
  Notice Perception DC 22 to notice the sound of whipping, 
  a female voice sobbing and fierce arguments in the secret 
  Druid language. 
  HP 27 
  Weaknesses Any wildshaped character may damage the 
  haunt’s stones with melee attacks made with a natural 
  weapon. The damaged stones reform when the haunt resets. 
  Trigger When any humanoid or monstrous humanoid 
  comes within 100 ft of the stone circle. 
  Reset 1 day 
  Effect When the haunt becomes active, the crackling and 
  nearly abstract image of a bound woman writhes between 
  the two northern stone pillars. A second later, lighting 
  erupts from the sky, lancing through the screaming appa-
  rition and blasting a 5 ft x 30 ft line of lightning at up 
  to 3 characters within range. The lightning bolts inflict 
  3d6 points of electrical damage (Reflex DC 14 for half 
  damage). 
  The air stinks of burnt human flesh, singed hair and ozone 
  for several hours after the haunt is triggered. This haunt is 
  persistent and continues to trigger until all targets are dead, 
  flee the area, or until six minutes elapse. 
  Destruction This haunt can only be permanently destroyed 
  if Surbicah’s charred skeleton is dug from beneath the 
  center of the stone circle and hammered to powder by a 
  Druid than reinterred in the heart of a sacred forest. 
  THIRSTING GORGE (CR 7) 
  Years and years ago, a prospector and his mule fell into a 
  desert gorge. Miles from any assistance, they died alone 
  and unremembered from thirst and starvation. Those 
  familiar with the desert avoid a certain out-of-the-way 
  gorge, claiming that it is haunted. Nomads and prospectors 
  tell dark stories of unprepared travelers possessed by the 
  thirsty spirit of the wasteland, who abandon their supplies 
  and die themselves. 
  XP 3,200 xp  
  Alignment and Area chaotic evil (a 5 ft x 35 ft deep 
  desert gorge) 
  Caster Level 7th 
  Notice Perception DC 16 to hear the sounds of a male 
  voice weakly calling for water coming from the gorge. 
  HP 14 
  Weaknesses None 
  Trigger Any humanoid creature peering into the haunted 
  gorge. 
  Reset 1 day 
  Effect Anyone peering into the mouth of the deep gorge 
  catches sight of the desiccated and broken body of the 
  prospector and his mule far below. Those seeing the Haunt 
  are compelled by a geas to toss all water supplies and 
  rations into the gorge, including magical food and drink 
  like potions. They are then compelled to wander the desert 
  attacking others, to steal their supplies and return them to 
  the Haunt. The neighboring towns do their best to capture, 
  kill, or break the curse of any travelers so afflicted, but the 
  desert takes many of the cursed before they reach civiliza-
  tion again. 
  Written by Chris A. Field
  Artwork by Forge Studios
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
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  Two Dozen Dangers: Haunts, Copyright 2010, Louis Porter Jr. Design, Inc.
  OPEN GAME LICENSE VERSION 1.0A 
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