Mosswater Marauder

Marauder’s spirit seems to rise up from his bones, appearing as a sobbing dwarf wielding a ghostly hammer.


XP 800
CE persistent haunt (area U6)
Caster Level 3rd
Notice Perception DC 15 (to feel a sudden splitting headache
while at the same time noticing the fragments of skull on
the table begin rattling and shaking)
hp 13; Trigger proximity; Reset 1 day
Effect When this haunt manifests, the Mosswater
Marauder’s spirit seems to rise up from his bones,
appearing as a sobbing dwarf wielding a ghostly hammer.
A ghostly skull (identifiable as the skull of a female dwarf
with a DC 20 Heal check) floats in the air nearby, its
cranium laced with cracks and missing a knife-shaped
shard of bone along the side. Every round on the haunt’s
turn, the sobbing dwarf swoops toward a randomly
determined target and attempts to strike that target on
the head with the hammer (+3 melee touch attack). If it
hits, the target suffers a horrific headache as if his skull
had been struck by a hammer—he takes 1d6 points of
damage and is staggered by the pain as what appears
to be a ghostly fragment of his own skull flies out of
his head, attempts to fit into the ghostly skull near the
marauder, then fades away into nothingness. Every round
thereafter, the victim may make a DC 13 Will save at the
start of his turn to recover from the staggered effect;
otherwise that effect persists for an additional round.
Weakness The Mosswater Marauder takes 1d6 points of
damage each time one of the screaming skulls is destroyed.
Destruction Once the Mosswater Marauder’s haunt has been
reduced to 0 hit points, Vesorianna’s ghost prevents this
haunt from manifesting again.
Treasure: The secret alcove to the south is where the
guards kept supplies for use in case of emergencies—
ironically, when the riot took place, events proceeded so
quickly that none of the guards were able to reach these
supplies in time to avert the horrific doom that awaited
them all.
The stone secret door (hardness 8, hp 60, Break DC 28)
remains locked to this day—it can be unlocked with a DC
30 Disable Device check, or with the key from the bottom
of the oubliette in area U4. The alcove itself contains
several armor stands, weapon racks, and a wooden chest,
all of which still hold dust-caked but perfectly functional
suits of armor and weapons, and a few magic items.
In all, there are six suits of masterwork chainmail
and six suits of masterwork studded leather armor,
four masterwork longswords, four masterwork heavy
maces, two masterwork heavy crossbows, 120 crossbow
bolts, a case of 10 +1 crossbow bolts, a wand of hold person
(11 charges), 4 potions of cure moderate wounds, and a rope of
climbing (perhaps the most ironic item in the room,
for it was kept here to ensure that the guards
would have a way to exit the dungeon via
the lift shaft if the stairwell deadfall
was triggered).


Mosswater Marauder

Carrion Crown Adventure Path wadehone