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Bottled Shipyard (CR 7)

Bottled Shipyard CR 7

XP 3,600
LE persistent haunt (35-ft.-radius cabin on a vessel or room near docks)
Caster Level 10th
Notice Perception DC 20 (to spot ethereal crew)
hp 31; Weakness tricked by Diplomacy; Trigger proximity; Reset 1 day

Effect

The haunt settles in areas with enough ships in bottles to animate a small fleet. When the area of a bottled shipyard is entered, the haunt animates a ship in a bottle (using the stats on the facing page) each round for as many rounds as there are ships in bottles to animate (usually 1d6+1). Although any ship in a bottle that the haunt animates can be attacked and destroyed as a creature, only positive energy used against the constructs damages the haunt.

Destruction

A model ship animated by the haunt but not destroyed must be caught, brought to a large body of water, and released to sail the seas.

Section 15: Copyright Notice

Pathfinder Adventure Path #57: Tempest Rising © 2012, Paizo Publishing, LLC; Author: Matthew Goodall.