Twisted King's Court
Level 12
Stealth +20 (trained)
Disable DC 32 Nature or Occultism (expert) to perform a ritual to ward the area against fey intrusion, DC 34 Performance (master) to meet the Twisted King's demands with a disturbing dance, or DC 32 Athletics or Intimidation (expert) to fend off or frighten the fey dancers. Three total successes are required to disable the haunt, and each check takes 2 actions.
Welcome to the Feywrithe [Reaction]
Critical Success The creature is unaffected.
Success The creature is pulled 10 feet toward the standing stones.
Failure The creature is pulled 15 feet toward the standing stones.
Level 12 · Complexity Complex
Stealth +20 (trained)
Disable
- Nature DC 32 (expert) — or Occultism (expert) to perform a ritual to ward the area against fey intrusion
- Performance DC 34 (master) — to meet the Twisted King's demands with a disturbing dance
- Athletics DC 32 (expert) — or Intimidation (expert) to fend off or frighten the fey dancers. Three total successes are required to disable the haunt, and each check takes 2 actions.
Trigger 1 round passes since both isqulugs in area **B6** are slain, or 10 rounds pass since they rolled initiative
Effect The isqulugs die horribly (if they're still alive), rent by clawed fey hands. Spectral fey pull at the other creatures in the caves, all of which must attempt a DC 36 Fortitude save. The haunt then rolls initiative.
Reset The haunt deactivates after 1 minute. It re-forms every new moon. If all of the glyphs in area B6 are restored—a process requiring 10 days of downtime and 10 successful DC 36 Nature or Occultism checks—the haunt becomes permanently disabled and doesn't re-form.