Random Encounters

An encounter should be rolled for:

A roll of 1 on a d6 indicates an encounter.

The specific creature encounter is determined by where in the building the character is. All directions are from the central Throne area. Each of the directions have a different encounters possible as the residents of that area are different. Use the same chart for all levels of the building. Roll 2d12 for encounter type.

North-Demons
South-Devils
East-Elementals
West-Shadows/Lycanthropes
  1. DMs Choice (NA)
  2. Animated Object (Table 1)
  3. Crawling Hand (MoF)
  4. Ghoul
  5. Ghast
  6. Half-fiend
  7. Bane Dead (MoF)
  8. Bane Guard (MoF)
  9. Helmed Horror (MoF)
  10. Dretch
  11. Glabrezu
  12. Hezrou
  13. Ghost (Type=1d4+1)
  14. Marilith
  15. Quasit
  16. Succubus
  17. Vrock
  18. Larva (MM1)
  19. Mummy
  20. Spectre
  21. Wight
  22. Wraith
  23. Zombie
  24. DM Choice
  1. DMs Choice (NA)
  2. Animated Object (Table 1)
  3. Crawling Hand
  4. Ghoul
  5. Ghast
  6. Half-fiend
  7. Bane Dead
  8. Bane Guard
  9. Helmed Horror
  10. Ghost (Type=1d4+1)
  11. Barbed Devil
  12. Bearded Devil
  13. Bone Devil
  14. Chain Devil
  15. Erinyes
  16. Hellcat
  17. Horned Devil
  18. Ice Devil
  19. Mummy
  20. Spectre
  21. Wight
  22. Wraith
  23. Zombie
  24. DM Choice
  1. DMs Choice (NA)
  2. Animated Object (Table 1)
  3. Crawling Hand
  4. Ghoul
  5. Ghast
  6. Half-fiend
  7. Bane Dead
  8. Air E. (Size-1d3)
  9. Air Mephit
  10. Dust Mephit
  11. Fire E. (size 1d3)
  12. Fire Mephit
  13. Ghost (Type=1d4+1)
  14. Steam Mephit
  15. Water E. (Size 1d3)
  16. Water Mephit
  17. Salt Mephit
  18. Helmed Horror
  19. Mummy
  20. Spectre
  21. Wight
  22. Wraith
  23. Zombie
  24. DM Choice
  1. DMs Choice (NA)
  2. Animated Object (Table 1)
  3. Crawling Hand
  4. Ghoul
  5. Ghast
  6. Half-fiend
  7. Bane Dead
  8. Rat
  9. Wolf
  10. Wererat
  11. Wereboar
  12. Werewolf
  13. Ghost (Type=1d4+1)
  14. Weretiger
  15. Helmed Horror
  16. Mummy
  17. Spectre
  18. Wight
  19. Wraith
  20. Zombie
  21. Shadow
  22. Shadow Mastiff
  23. Shadow, Greater
  24. DM Choice

Table 1-Animated Item (All Small)
  1. Chair
  2. Small Table
  3. Mounted Light Rock (rock is in a metal stand)
  4. Chest with feet (contains rotting food)
  5. Book Stand with feet
  6. Water Jug on a stand with legs

Unlabeled Areas
There are several passages, closets or small rooms that are not numbered or lettered. The first time these are opened, undead will pour out of them. They are traps to get the party to waste time and spells to eliminate them. Roll below to determine the type and number of the undead inside:
  1. Skeletons - 15 per 10' free area
  2. Zombies - 10 per 10' free area
  3. Ghouls - 8 per 10' free area
  4. Ghasts - 5 per 10' free area


The Ghosts of the House of Stone

There are a number of ghosts that were "Created" (but converted would be a better word), by the mithal-like spell that turned the house into the evil creature it is. The creation of the mithal killed all creatures 2HD or less and converted their life force into the life the house now possesses. Those killed became a ghost. Their are several types of ghosts that are now inhabiting the house.
For a random encounter with a ghost, roll 1d4+1 and consult the chart below:
Type 1 - Will normally not materialize and will not attack the party. They are not found randomly, only in rooms.
  1. Type 2 - 1 HD
  2. Type 3 - 2 HD
  3. Type 4 - 2 HD
  4. Type 5 - 4 HD

Common Abilities of all Ghosts

Turn Resistance (Ex): A ghost has +4 turn resistance.
Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.
Challenge Rating: Same as the base creature +2.
Level Adjustment: Same as the base creature +5.
Ghosts have a fly speed of 30 feet
A ghost has all the special qualities of the base creature as well as those described below.
Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.


Type 1 Ghost - Clueless (mostly the good people)

They didn't know what happened or why. They will stay in the area where they were at the time, and will not leave if the door is opened.
Common Abilities of all Ghosts
Hit Dice: d12s

Speed: Ghosts have a fly speed of 30 feet

Armor Class: When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.

Attack: Attacks relying on physical contact do not affect creatures that are not ethereal.

Full Attack: Attacks relying on physical contact do not affect creatures that are not ethereal.

Damage: Against ethereal creatures, 1d6 dam. Against nonethereal creatures, the ghost cannot deal physical damage at all but can use its special attacks when it manifests (see below).

Special Attacks: Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

Type 2 Ghost - The Resentful (Mostly the neutral)

Common Abilities of all Ghosts
Hit Dice: d12s

Speed: Ghosts have a fly speed of 30 feet

Armor Class: When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.

Attack: Attacks relying on physical contact do not affect creatures that are not ethereal.

Full Attack: Attacks relying on physical contact do not affect creatures that are not ethereal.

Damage: Against ethereal creatures, 1d6 dam. Against nonethereal creatures, the ghost cannot deal physical damage at all but can use its special attacks when it manifests (see below).

Special Attacks: Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.

Type 3 Ghost The Gleeful (Mostly Evil, happy to be undead)

Common Abilities of all Ghosts
Hit Dice: d12

Speed: Ghosts have a fly speed of 30 feet

Armor Class: When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.

Attack: Attacks relying on physical contact do not affect creatures that are not ethereal.

Full Attack: Attacks relying on physical contact do not affect creatures that are not ethereal.

Damage: Against ethereal creatures, 1d6 dam. Against nonethereal creatures, the ghost cannot deal physical damage at all but can use its special attacks when it manifests (see below).

Special Attacks: Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.

Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.

Type 4 Ghost - The Guards (Mostly Evil and Stronger)

These ghosts will materialize (become visible) and attack the minute they encounter a being they don't recognize (like the party!)

Common Abilities of all Ghosts
Hit Dice: 2d12

Speed: Ghosts have a fly speed of 30 feet

Armor Class: When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.

Attack: Attacks relying on physical contact do not affect creatures that are not ethereal.

Full Attack: Attacks relying on physical contact do not affect creatures that are not ethereal.

Damage: Against ethereal creatures, 1d6 dam. Against nonethereal creatures, the ghost cannot deal physical damage at all but can use its special attacks when it manifests (see below).

Special Attacks: Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.

Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.

Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Type 5 Ghost - The Leaders (Evil and Strong)

These ghosts will materialize (become visible) and attack the minute they encounter a being they don't recognize (like the party!)

Common Abilities of all Ghosts
Hit Dice: 4d12

Speed: Ghosts have a fly speed of 30 feet

Armor Class: When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.

Attack: Attacks relying on physical contact do not affect creatures that are not ethereal.

Full Attack: Attacks relying on physical contact do not affect creatures that are not ethereal.

Damage: Against ethereal creatures, 1d6 dam. Against nonethereal creatures, the ghost cannot deal physical damage at all but can use its special attacks when it manifests (see below).

Special Attacks: Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.

Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.

Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls

Ex-Owners of the HOS
These are the past masters of the House of Stone. In payment of their ultimate control of the House during their life, they are condemed to stay on the PM plane forever in the person of ghosts.
Special Ability saves are 10 + 1/2 ghost’s HD + ghost’s Cha mod.
+4 Turn resistance

The General (Rakimal Ralph) (12th level fighter+5 for ghost=17) (CHR bonus +2) HP 109

The Queen (Renia Ralph) (10th level theif+5 for ghost=15) (CHR bonus +3) HP 48
The Mystic (Ruladea Ralph) (13 level mage+5 for ghost=18) (CHR bonus +1) HP 71
The Priest (Rika Ralph) (14th level priest+5 for ghost=19) (CHR bonus +1) HP 103

only.